Hello, folks;
In this thread, I’ll be sharing the progress I’m struggling with, in making a cartoonish character for game/animation purposes.
At present, I’m struggling to learn handy re-topology techniques in Blender (I’m also very interested in the ‘theoretical’ aspect of mesh topology; my intuiton is that there is much to say about it in general, but it’s rather difficult to grasp its essential structure and logic.)
RE-TOPOLOGY
So, for some random reason, I’ve started this time with an organic modelling (sculpting) made in zBrush of a cartoonish character, using a 2D model sheet. The organic mesh wasn’t 100% completed, and I’ve decided to conclude the rest in Blender anyways; but as it was, it looked like this - about 20,000 polygons:
From this point, I’ve exported the zBrush sub-tools in OBJ files to import into Blender, to start working in Re-Topology, as well as trying to fix the elements that lacked refinement (hair, anatomy refinements, eyes…)
Just after the OJB imports, I’ve had to create a new 2D model sheet for working in Blender, I’ve used Grease Pencil. Curiously, it helped me figure out some style errors from the previous model sheet (which is not showne here btw). I’m not very fan of drawing model sheets.
Then, I’ve started a research few weeks ago, into Re-Topolgy in Blender. Some techniques I’ve discovered through tutorials are indeed much adequate than others for each single problem concerning the complexity of anatomy for rigging.
Particularly, for the moment I’m mostly using 2 techniques:
> Grease Pencil > Surface drawing mode > (plug-in) Bsurface > Add Surface (reduce or change some configs)
for the jaw/cheek/mouth structure, the breasts, and probably more stuff later
> Modifier > Shrinkwrap (with a cylinder)
For elongated forms, such as thighs, arms, legs, neck
Well, that’s it for now. I’m working daily on this, so I expect to be updating this topic frequently.
Feel free to comment, make suggestions; I’ll be glad to read what you’ve got to say. Thank you.