What did you do this week?
So last week I had retopologized the bandit's body which now needed clothes which, after seeing Krishnan had simply taken the low-resolution sculpts from ZBrush, I requested to have them retopologized just like he had done with the base mesh for the bandit. By the beginning of the week, I acquired the meshes from Krishnan and got to work on optimizing those clothes, as well as making some shoes of my own!
What was I pleased with?
My pride and joy at the end of this week has most certainly been the shoes I modeled from a reference I found online. The topology was most certainly a challenge, especially since A: I've never made a shoe before and B: the shoe models of Sketchfab are either too high or too low poly for me to distinguish how a modern game goes about making shoes for their characters.
What have I learned?
What I learned from all this is first and foremost, is that there are two tools, the aforementioned "remove doubles" tool as well as the "tris to quads" tool in face settings. Both equally gave me more to work with and made the clothing models easier to navigate, work with and evenly distribute the polys along the surface of the mesh. Not only that, but there's a tool back in 3ds MAX I admittedly abused to quickly optimize high poly meshes which would select and remove every second edge loop, essentially halving the topology in the respective area.
What would I do next time?
Whilst I did use SketchFab on my second monitor as I was making the clothes more optimized around the ends of the arms and legs (just shy of the hand and ankles) as it appears to be done in some game assets, I certainly would've preferred using a workflow similar to some game studios who've been kind enough to share their game assets and, more specifically, character models on SketchFab so they can be used as reference by students like myself to better understand topology. Epic Games have made some really lovely examples of good character models for their battle royale game Fortnite, and next time I try character modeling, I'd love to make a Model along those lines!
So last week I had retopologized the bandit's body which now needed clothes which, after seeing Krishnan had simply taken the low-resolution sculpts from ZBrush, I requested to have them retopologized just like he had done with the base mesh for the bandit. By the beginning of the week, I acquired the meshes from Krishnan and got to work on optimizing those clothes, as well as making some shoes of my own!
My pride and joy at the end of this week has most certainly been the shoes I modeled from a reference I found online. The topology was most certainly a challenge, especially since A: I've never made a shoe before and B: the shoe models of Sketchfab are either too high or too low poly for me to distinguish how a modern game goes about making shoes for their characters.
What have I learned?
What I learned from all this is first and foremost, is that there are two tools, the aforementioned "remove doubles" tool as well as the "tris to quads" tool in face settings. Both equally gave me more to work with and made the clothing models easier to navigate, work with and evenly distribute the polys along the surface of the mesh. Not only that, but there's a tool back in 3ds MAX I admittedly abused to quickly optimize high poly meshes which would select and remove every second edge loop, essentially halving the topology in the respective area.
What would I do next time?
Whilst I did use SketchFab on my second monitor as I was making the clothes more optimized around the ends of the arms and legs (just shy of the hand and ankles) as it appears to be done in some game assets, I certainly would've preferred using a workflow similar to some game studios who've been kind enough to share their game assets and, more specifically, character models on SketchFab so they can be used as reference by students like myself to better understand topology. Epic Games have made some really lovely examples of good character models for their battle royale game Fortnite, and next time I try character modeling, I'd love to make a Model along those lines!
Bandit Fixing 2 of 3 (New Clothes)
Reviewed by Ben Roughton
on
June 24, 2019
Rating:
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