Monday, November 4, 2019

3D reflection 5

I continued with my of Geralt in 3DS Max, where I was retopping it. I had some technical issues with the retopping, such as the size of the model being too small and the programs crashing. However, I resized the model directly in ZBrush which I found was much faster and much more effective than using GoZ as it prevented crashes and time loss. It was also easier for me to do it this way as I could keep track of my merged subtools more easily.

Imported model



In 3DS Max I began by ensuring the object was centred. I then created a new object by picking the high poly head. I wanted to start with retopping the head as I thought it would be the most challenging to topologise due to the need for appropriate facial loops. I was ok with making the loops around the eyes and the mouth, but I struggled a lot with continuing the loops around the head. After help from my tutor I understood better how not to distort my polygons. As it was a high-poly model I felt that I could be more liberal with the number of loops I used to achieve a smoother and better formed appearance.


Retopping and using smoothing groups




After I finished the face I moved on to the hair. I found it hard to retop one piece of the hair, as the faces would not conform properly to the model. I decided to return to it at a later date and focus on another section of hair, and the eyes. I successfully retopped both the hair and eyes, and began work on the facial hair. Throughout the entire retop process I utilised the symmetry modifier for efficiency and accuracy. During lessons I will ask my tutors for help with retopping the hair and facial hair so that I can prepare to unwrap and texture the model.



Eye retopping

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