3D Toolkit - Retopology Process
Quad Draw
I was a little nervous when it came to starting the retopology as I wasn't sure of the best approach. I asked my teacher for the best approach. He advised that I combine certain meshes together. Here's a list as to what was combined together.
- Hair and Horns
- Body, Leggings, Gloves and Boots
- Top, Skirt, Belt
- Mask
- Cloak
Here's a screenshot of the clothes combined together.
ZRemesher and Maya Automatic Retopology
I underestimated how time consuming retopology was and I didn't think that I'd be able to complete my project on time if I continued using Quad Draw. This isn't the best method as the mesh still has way too many faces. Next time I sculpt, I'll make sure to give myself a lot more time to focus on retopologizing it. Another issue I faced, was that I made the top and leggings way too thin so some of the body mesh showed through the clothing mesh. I need to make sure the my clothing meshes are thick enough before I make this far into the project. To fix my issue, I loaded up my ZBrush file and used the move tool to puff the clothing out a bit more. Then I ZRemeshed it and went back into Maya to auto retopologize it again.
Here's the wireframe for my character.
References
Building an Original Character - Part 3 - 3D Game-Ready Model, n.d. [Artstation] Meesh Chen, n.d. Available at: https://www.artstation.com/learning/courses/9yq/3d-game-ready-model/chapters/a55a/retopologizing-and-uv [Accessed 12 May 2025].






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