![]() ![]() 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!
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