![]() Last but not least, poles should be avoided near crease lines (at least 2 or 3 loops away) because they can cause texture stretching. Also if you align your poles on the border of a concentric loop you will get even distribution and nice deformation in animation and you can make really nice facial shapes. When doing topology, one thing to remember is to keep the number of spans on the top and bottom eyelids (same for mouth) the same, so when they eye closes they meet nicely and form a straight line. They are needed to redirect topology, but they don’t deform well in animation. Poles are topology junctions, where more than 4 vertex meet in a single point. ![]() When you bridge the gaps between these loops, you inevitable create Poles. There are usually circular loops that run in concentric circles around the eyes, the mouth, and under the chin, that goes through the Nasolabial fold, and ends on top of the nostrils. There are many different topology styles but they all share similar principles. Topology on the face can be quite complex. I imported the Dynamesh sculpt in Maya, activated the Magnet icon and started drawing polygons on the sculpt using Quad Draw. I used Maya’s Quad Draw tool for this step. So after this step I went in and did a retopology, which allowed me to capture the same look of the face with much fewer polygons, and most importantly to have structure, that will serve u well when polishing the character. While Dynamesh is great for shape exploration, I find it very hard to clean and polish characters for final render. She knows she is and it’s not a big deal. She likes to keep things for herself, she doesn’t need to prove to anyone that she is powerful. She has a very kind heart and soft calming voice. I wanted her personality to be calm, confident, and very lovable. If you analyze her face, there is a very little flat and sharp edges. At this stage, I think a lot about the personality of the character because that will determine if I will use rounder versus more angular shapes. You can push and pull things around to get different variations of the face, without worrying about the topology. Dynamesh is great for the exploration of different designs really fast. At this stage I am trying to find a basic silhouette, and I am not worried about specific features.Īfter the block out I dynamesh the primitives together to start finding the character. After that I usually open ZBrush and start sketching a quick design sculpt using basic primitives like spheres and cylinders. Before starting any design I go and write a quick back story of the character, describing in detail who they are, how they look, their age, habits, what they wear, where do they come from, what kind of society they live in, and so on. The main thing that I think of when I am trying to design characters, is their personality.
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