Sunday, September 16, 2012

Retopo Finished!




I have FINALLY finished retopologizing my ZBrush sculpt! These are screenshots of my new mesh, which has different topology and less polygons than my high poly sculpt, but retains most of the important details. He looks happy in his new home inside of Maya, doesn’t he? Ugh…I’m losing my mind.
The advantage to this “Sculpt first, remesh later” approach is that it allows an artist to worry less about topology and edge flow, and focus more on bringing their vision to life free from restrictions. 
For example, I gave little consideration to polycount and edge flow while while I created the initial sculpt, and instead focused solely on creating an accurate representation of male anatomy. ZBrush is such a fantastic tool because it allows an artist to build a low poly model on top of their sculpture, and then project the details onto the new mesh. Time to rig and animate this guy!