The Green Demon - Retopology of the Model
Since I already had the character brought into Maya, I started retopologizing right after modelling and connecting the eye sockets for the model. The first thing I started with was the body itself. It was the biggest part of the model compared to the other tubes and stuff and it consisted of one connected piece of geometry so it was also easy to manage. So, I isolated it from the rest of the model and started retopology using the quad draw tool.
I started with the mouth area as it was an obvious point of deformation during animation. So I wanted to make sure that it had enough faces and the edge flow was all centered to the mouth.So, I started with the outside of the mouth, then I completed the inside of the mouth and connected it to the outer part where I had some wrinkles. And from the wrinkly part, I just kept extruding my faces outwards in all directions until I had wrapped around all the sides, the top of the head and reached the transition points of the feet. From here, I blocked the top and the bottom of the feet first then extruded inwards towards the bottom and most possibly invisible part of the mesh.
This is the final look of the body mesh after completing the retopology. It looks simple but still has enough polys around the mouth for proper deformation during animation.

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