Thursday, 5 May 2016

First Character Model (Flint)



This was my first character model. I made him in Zbrush initially. The poly count was in the 100s of thousands.



I did the retoplogy in Maya using the Quad Draw tool. Only worked on half of the models and later copied the other half across and flipped the normals before merging the vertices in the centre. 


I didn't know that you could do the topology on separate body parts at first. Poly Loops were originally carrying through from the face all the way to the legs etc increasing my poly-count. I was able to reduce the polygons substantially by using this method. The animator applies the weight paints in a way that prevents the parts from coming apart during animations. 


I thought I'd get away with the rough topology here, but in the game engine it is really noticeable and something I will have to fix before next term. 
I brought Flints poly-count down to about 7000. He is still pretty dense in places so I am confident in future I can bring it down further.  

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