Fixing topology on a new character

When I adjust the topology on a character, or modify it enough to make a new one, there are some issues with the topology. There’s pinching and stretching, which makes it not ideal for animation deformation.

Here is my new character in zbrush:

 

newchar.PNG

New character in zbrush.

 

And here is how his topology originally ended up after I was done with sculpting:

 

good_topo1.PNG

Initial topology with unacceptable stretching near the mouth area.

 

Since his lips are smaller, there was a lot of pinching and stretching near the mouth area.

I started working on a simple method where I duplicated the high poly mesh, then on the original mesh, I used the smooth brush to smooth out topology areas.

 

goodtopo_3_smooth.PNG

Smoothed out mesh with a brush.

 

After I was done smoothing, I re-projected the high poly mesh onto the newly smoothed one. 99% of the time this works pretty well and I don’t have a lot of re-clean up to do afterward.

 

good_topo_4_.PNG

The project all button and the results on the left.

The resulting topology is now mostly cleaned up to send to Maya to be skinned.

 

good_topo_2_result.PNG

Fixed topology.

 

 

In the character’s mesh file, I transfer the new topology using the transfer attributes tool and I only select the “vertex position” and I use the sample space “topology”.

 

vertexpos.PNG

Transfering the new topology over with the transfer attributes option.

Then, I make a copy of the old character’s skinning file. I export the skin weights using the Deform > export skin weights in the rigging menu and re-import with the import option after making tweaks to the head rig.

expo.PNG

 

 

 

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