1. Modelling the Eyes
Step 1
Start Maya and open the file which was saved in the last part of the tutorial.
Create a sphere from Create > Polygon Primitives > Sphere. Move and scale to eyeball size. Use the ZBrush eyeball mesh as a guide.
Step 2
Rotate the eyeball model to 90 degree at X axis. Then go to Modify > Freeze Transformation.
Step 3
Every time you make some changes to the object, it'll leave the histories which increase the file size and may sometimes cause problems. To avoid this, delete the history by pressing Shift-Alt-D.
Step 4
Duplicate the eye mesh by pressing Ctrl-D. Hide (Ctrl-H) one of the eyeballs.
Step 5
Hold Shift with right mouse button and drag to Insert Edge Loop Tool options box.
Step 6
In the tool settings, choose Multiple edge loops, and change the number to 1.This will help you to insert edge loop equally between two edges.
Step 7
Insert an edge loop for iris.
Step 8
Select the iris faces, go to side view, hold D-V to snap the pivot to the end of iris.
Step 9
Press R for Scale tool, scale at Z-axis until the iris is flat.
Step 10
Back to the perspective view, insert another edge loop for pupil as shown in the following image.
Step 11
Select the pupil faces.
Step 12
Extrude the faces and move inward.
Step 13
Back to Insert Edge Loop Tool, choose Equal distance from edge.
Step 14
Insert edge loops for iris and pupil as bevel.
Step 15
Unhide the eye that we duplicated in Step 4. The aim is to create this mesh as the cornea. Select the faces similar with iris size.
Step 16
Move the faces to front and scale smaller. (Press 4 for wire frame)
Step 17
Hold Shift and insert edge loop.
Step 18
Select the eyeball, scale a little smaller than the cornea as shown in the following image.
Step 19
With both eyeballs and cornea selected, go to Mesh > Combine. Press Shift-Alt-D to delete the history.
Step 20
Go to front view, hold D and X keys to snap the pivot to the centre of the grid.
Step 21
Press Ctrl-D to duplicate the eye. Then flip to the opposite side by changing the number of Scale X to -1. Freeze the transformation.
Don't forget to rename the meshes.
2. Re-topology of the Body
Step 1
Select the head, duplicate by pressing Ctrl-D and then flip to opposite side in the same way as the previous step.
Step 2
With both head meshes selected, go to Mesh > Combine. Then press Shift-Alt-D to delete history.
Step 3
The head mesh is only combined, but the edges in the middle are not attached together. To display the border edges, go to Display > Polygons > Border Edges.
Step 4
The thicker edges are border edges. Go to front view, select the vertices.
Step 5
Hold Shift key with right mouse button and then click on Merge Vertices.
Step 6
Turn back on Symmetry World X. Select the ZBrush body mesh and click on Make Live. Select the head mesh and click on Quad Draw Tool.
Step 7
Continue re-topology from the neck. Create topology like the image below for clavicles.
Step 8
Create a loop for arm.
Step 9
Create topology for back as shown in the following image.
Step 10
Create topology like the image below for breasts.
Step 11
And the topology for hips.
Step 12
Topology for front.
Step 13
Topology for knees.
Step 14
Topology for ankle.
Step 15
For the base of the feet, I'll make it into the shoe base later.
Step 16
For the shoulder, create a topology like the image below on the shoulder’s joint position.
Step 17
Same step for elbow.
Step 18
Hide the ZBrush body mesh. Select ZBrush hand model and click on Make Live. Continue with hand re-topology.
Step 19
Create a loop for thumb as shown in the following image.
Step 20
Create a loop for index finger.
Step 21
Follow the same step for middle, ring and little fingers as well.
Step 22
Connect the fingers together.
Step 23
Because of fingers’ poly count is higher than wrist’s poly count, this topology helps to increase the edges to connect to fingers without affecting the surface of hands.
Step 24
Topology of back of hand.
Step 25
Create the topology for the thumb’s joint.
Step 26
Do the same topology for the other fingers.
Step 27
Delete all the ZBrush meshes. Select the body model and click on Soften Edge. Now, you have completed the topology part successfully.
Conclusion
In the next tutorial, I'll be working on the outfit modelling.
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