Hello, recently, after intensive months of working in Zbrush, I decided to create a game ready model. I did not picked any concept for that, just went a a regular guy, slightly clothed, it was also a anatomy study for me.
Everything in this model is a first time for me: full body sculpture, clothing, retopo and texturing.
I'am using Zbrush, some Maya, Topogun for retopo,UV Layout,xNormal for mapping, dDO for texture and Marmoset for final render.
High Poly Mesh
, I do realize that the clothing folds are not even near being good, but tried to do my best:
Retopology, so that was fun, I did some research and bought myself a topogun, as it seemed to do a job really well, I am not disappointed.
I watched some retopologized characters over the web and tried to copy that a bit,:
I got three questions so far:
1.Should I retopologize over the edge of clothing to give it some thickness ? You can see that I've done it with the sleeve of buttoned shirt, but I am not sure if that should be done over all clothing edges or just be ignored. Or maybe, just give it a little thickness after loaded in Maya ?
2. What would be a good approach to retopologize bracelets ? Just normal squres on it and normal map will do the rest ?
3. After retopology, I imported these parts to Maya to check how it looks like, is it normal that clothing is overlapping and is has to be fixed manually, or I made a mistake somewhere on the way ? They do not overlap in high-poly so that is why I ask.
I'd be really grateful for overall feedback and some help along the way. I'll be using that topic for my next project, after this one will be done.