Monday 5 November 2012

The Progress Marathon #10

Woo! Double digits! We are moving up in the world!
retopologizing. Oh the joys -_-"

Lets Begin!

Prepare.. For..
IMAGE SPAM!

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Okay im getting tired and that makes laziness, so the hash-tags represent what images are linked, they are in order but vary the amount of screen shots taken for each one.
So this is retopologizing. let me just explain what that is (although I know you already know YOU TAUGHT ME IT!)

This process is using for making a model be more easy to add finer detail into and also making the polycount lower so it is possible to run in a game engine (their may be other reasons but none I am aware of) and the reason I am retopologizing is for both of these, to add that detail on and also to make it a game rez model for certain criterias for this project.
Now let me QUICKLY explain how to do this. first you need to select a new tool (not on your model) and choose the 'zSphere'.
Next go down to 'Rigging' on the right hand side near the bottom and choose to 'select mesh' then choose the model you want to retopologize.
In different versions this looks different but what will definetly be there is the zSphere and the model seperate. what you then need to click is 'topology' this is directly underneath the 'rigging' option and pick 'edit topology' and what should happen is the zSphere will go and the model will become a slightly darker shade then the default colour. This is when you can start.
If your model is symetrical this is quicker, if so turn your symetry on (shortcut X) what you now do it make lines connect to make shapes which get automatically filled, it is strongly adviced you use quadrilaterals, where you click with the mouse makes a point. the points automatically lock onto the height of the surface you are putting it onto. Another word of advice is that making triangles may cause the model to 'pinch' so try avoid making trinagles also. There are a few things that might also be helpful to know. If you want to start in a new section or a different point click in empty space to deselect the current points; if you click on an empty space then try connect it to a point after it wont work, you need to select the current point first; the larger your brush size will increase the amount of points moved at once; points are moved by simply clicking the move option beside the draw one about your canvus; to preview the work you have currently retopologized choose 'adaptive skin' and click preview, at the side is it possible to increase the density of the model preview; to apply the main models detail and information onto your retopologized work then go onto 'Projection' and click projection, increase your density in adaptive skin (4 will be okay) and click preview. Finally when you save the model the zSphere will become seperate, when you open it back up or after saving wish to continue working click on 'topology' and 'edit topology' and the model will be back to normal.

Okay so yeah this is LONG! also very useul, I have problems with the symetry of my model and can only work on one side of the model which is correct while the other wise is 'pushed out' as the model itself is too thin on that side. Originally I was going to do a full body retopology of my work but due to time am only doing a V bust showing the head and neck going into a 'V' with part of the shoulders and back.

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