I got that itch again that I want to make a new base mesh. I sorta have out-grown my old one and I want to make some improvements from the things I have learned recently.
My goal is to get him at a final resolution that I can export different subD levels for different needs. I am thinking SubD level 1 should be around 4k so that level 2 will be 12k. So I have sorta a low poly and a more high current-gen level.
I also want to get a basic skin on him so I can use the Skin Wrap modifier on future characters to make posing faster/easier. This something I haven't done much before.
Here is my progress from a couple nights of pushing and pulling.
I am also going to try to regularly update this 3D viewer
http://studio.verold.com/projects/5052353a509e4b0200003d24
so this way you guys can see it from all angles and call me on my bull shit that I am trying to hide.
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I spent almost an hour trying to get something useful out of the face and hands but just abandoned it. The topo needs to be too complex for qMesher to handle I guess. Probably best I do those by hand anyways.
Areas like the armpits and crouch cause the most trouble. I found that masking his business helped keep that area from becoming a mess. Oddly enough masking the armpits made that area worse. Masking the tops of the shoulders seemed to help but probably is not needed.
Anyways here is the curves I was using. No automask. Stiffness set to 2.
Sorry I wasn't clear. This is just auto generated topology. I just wanted to show some of the curves I used to get this. I definitely will be adding some more animation friendly loops!