Thursday, 25 January 2018

Character Art - Retopology and UV Mapping

Continuing work on the character for my portfolio, I decided to move on from the sculpt as I felt I didnt need to do any more major sculpting. Anything more I needed to do for the normal map bakes, I could do within the texture software Quixel Suite using nDo2.

Hands and face
Since I didn't want to retopologise every single tooth in its mouth, I retopologised the two different ones that are duplicated across the entire mouth and uv mapped both so I woulden't have to spend time on doing each one individually.

Ribcage

Robes and shoulder pieces

One of the two UV maps (this is the UV map with skin and details)

I plan on keeping the texture 2x2k, so 2 UV maps. One for the hands/face/teeth etc. I left some space on this map intentionally so I can put some hair-cards onto the same UV.

The second UV map consists of all the robes and cloth elements to the character.



From this point, I still have a bunch of stuff to do on this character, such as texturing, placing hair cards, quads with chain-rings on it, geometry with the proper chain-rings, rigging, animating and creating some gameplay element for my game so I can showcase it in action along with my game project.

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