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3dcoat move from retopo to sculpt9/9/2023 ![]() ![]() During sculpting, for the same reason as before, where some displacements on smaller details might have caused weird stretches.After defining the main masses, because we might have introduced big changes to the initial topology.So, when would we need more retopology steps? Notice that the base topology has more edge loops around the mouth and the eyes, which is what we want. This image was captured during the sculpting process, not at the end of the project. A personal likeness project I created in ZBrush-actor Christopher Lloyd, playing Uncle Fester in The Addams Family. That’s because I wanted to have something reflecting the previous head topology.īear in mind that retopology might occur after the definition of the general shapes (see the previous example), but also during the sculpting or at the end of the entire work. I started with a sphere, and after sculpting the general shape, I decided to retopologize it. The following personal project required ZBrush to model all the details. We redistributed the polygons in order to avoid a stretch effect. Dragging out polygons produces a stretch effect. The operation creates some stretch effects with no possibilities to sculpt precise details on the horn anymore.Ī good retopology operation is perfect in this case. That causes stretch effects and non-uniform polygon distribution.įor instance, we’ve created a horn by dragging out the polygons from a sphere. While sculpting a 3D character, you may have to add new details which drastically impacts your original topology. Eyes and mouth, for instance, are some perfect areas to add edge loops. We’ve already seen in the first issue of this series how to locate the polygons that have to follow the main muscles. In order to meet these requirements, it might be necessary to retopologize your character. ![]() ![]() Be sure you have a correct edge distribution, edge flow, and edge loops to guarantee that muscle deformations work smoothly.Check your final 3D model poly count and judge if it’s too much for the rigging phase.If your goal is to rig and animate a character, you need to: However, the image on the right has a completely different and clean topology.īut, what are the reasons we need to change the polygon structure? Retopology Is for 3D Rigging and Animation In fact, 3D sculpting doesn’t put any limits on the myriad of tiny details you can model. Retopology.Īs you can see from the previous example, the initial geometry is so dense because we decided to work at a high poly count. In Part 5, we’ll be studying an interesting process known as Retopology. Not only did we discuss that, we also presented other cool techniques for creating a pinch effect! Part 4 is mainly about cleaning up your 3D model for the final export.In fact, the importance of having a solid base is critical whenever you plan your project. Part 3 is focused on the role of big shapes as a starting point for detailing a model.Part 2 gives the artists a few important tips to follow by presenting robust solutions to some practical situations.Correct edge flow and uniform edge distribution and redirection are examples of what you’ll find here. We’ve also listed the typical challenges that 3D modelers face every day. It gives particular emphasis on a little terminology while beginning the modeling from scratch. Part 1 is an introduction to some 3D modeling best practices.If you’re just joining our series, take a look at these previous articles to refresh what we’ve covered so far: We have reached Part 5 of our 3D modeling series, so you should have a thorough understanding of the techniques involved. Exploring different ways to evaluate poly count makes your 3D model even more consistent and suitable for every need. ![]()
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