Retopology

Character Asset 4

Since the last entry I have completed both the retopology of the character and the rigging.

The completion of the retopology was fairly simple, as all that was required was to mirror the mesh and attached the central vertices together to form the completed, symmetrical character model.

When rigging the model one problem I found was that, because of the low-poly nature of the torso, moving the character’s arms would have a large effect on the polys in the armpit area and down the side of the torso. This was somewhat fixed by reducing the effect radius of the bones within the arm, though even when reduced as low as possible, slight movement could still be seen in areas which wouldn’t move. It is my hope that the robe will be enough to obscure the deforming parts of the mesh when the character moves around.

By the next entry I will have transferred the character model to 3ds Max and started UV mapping

character (maya) 10

 

Character Asset 3

This phase went considerably faster and more smoothly than the previous due to the lack of smaller parts to retopologise.

After completing the arm, I moved on to the torso which was made from a few large polys, due to the lack of detail needed in the area as it would be completely obscured from the player at all times by the robe the character would wear.

I then moved on to the legs, neck, and head, which were the final parts of the model which would have any level of visibility to the player.

For the next entry I will have finished the retopology of the model and will begin rigging the character.

character (maya) 6

Character Asset 2

After having completed the sculpting of the character model I transferred the character model to Autodesk Maya to create a retopologised version of the model.

I started by working on the right arm of the model with the intention of creating half of the retopologised mesh, then mirroring it because the model is symmetrical to half the production time.

The arm itself was simple to create, however the fingers proved to be frustrating because of the cameras controls and the small size. This lead to having to restart on any given finger several times because of polys or vetices being drawn in the wrong place, such as elsewhere on the model or simply into space.

 

In the next entry I will continue the retopology process of the character.