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Character

Re-topologizing Character in Maya

I think a lot could have gone better with my retopology process. If I were to do it again, I’d start by making loops around everything and keeping the quads very large, so I could go back in and add loop cuts once I had already got all the 5 point vertices in good positions. This way I would also have more control over the flow of the topology and what areas had more detail. I would have also been able to spot and correct errors earlier on. To do the tail, I added a cylinder and extruded it along a curve, then joined it with my quad draw mesh as doing it in quad draw made it twist in unpredictable and messy ways. I would also follow my references much more closely as I was overcomplicating it for myself by trying to invent new ways of modelling the body parts.

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