Now that the detailing was nearly complete, it was time to build (or rebuild) my low poly mesh. Using my hi-res sculpt, I began building my low-poly mesh, one vert at a time. There wasn't much artistically involved here. Just a lot of tedious point placing. The key was to retain the overall silhouette while maintaining even edge flow and clean topology.
The method for doing this within Z-Brush became quite cumbersome as the mesh became increasingly more dense. There are other software packages out there for retopologizing, and I would probably go a different route on future projects. As it stands, Z-Brush's tools for retopologizing are limited and not as intuitive as they should be.
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The rebuilt upper torso. The wrist guards (once separate pieces) were now part of the overall mesh. |
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The completed low-poly in-game mesh. I purposely kept the cloak and vest separate for animation purposes. The belt and trinkets were also done separately. |
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