Hi guys,
currently working on a university character and retopping my first character via zbrush. I have a quick question on how id approach this... would i retop OVER the belt or would i go under the belt and retop over it... if you get my drift...
Advice would be GREATLY appreciated.
Cheers
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When retopoing a character with separate parts, its easiest just to topo them one at a time. So retopo the shirt without the belt, just pretend the belt doesn't doesn't exist, and then do the same thing with the belt and pretend the shirt doesn't exist. You can topo the object separately by hiding the other objects, or doing them each in their own scene.
They'll stick to the current mesh you have, so as Zac said, either simply use a cage push to bake the detail on the body or make a separate retopo for that piece.
If i retop in seperate pieces, will i have to connect them together somehow regardless? or would it be floating geometry? Will this floating geometry still bake even if it is seperate parts..
would i bake each thing individually and place it on a texture map or is there some way of baking them all onto 1 map despite not being connected
For baking you'll put all the objects onto one UV map. You don't have to worry about merging the floating geometry until you are getting it into a game engine.
what if i wanted it in a game engine? would i have to merge floating geometry?
for baking, if it's floating geo, you should explode your mesh while baking normal and diffuse maps, and then do two AO bakes, one exploded and one not exploded.
heres where im starting to get confused.
Im about to work on the belt; its slightly underneath a tshirt thats creased and overlaps half of the belt.... how can i get a topology similar to a an uneven shirt? I was going to make retop the high poly then just shove it there seems i cant?
Please explain!
cheers
is it literally bring all in baking program - maya being an example and placing everything over my hi poly?
Yea you want to avoid doing the left example, and have the topology match so it deforms properly, like in the example on the right.
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So im guessing this is a bad example but i cant get the detail of the grooves etc without the additional topology ;\ any suggestions
Cheers Mark.
do a quick retopo over it with something like a long thin box.
Unwrap that in your final UVs, bake.
Duplicate that "retopo", or do another mesh whose UV's will match the outlines of the Retopo'UVs that has been baked and place it on the final mesh. you'll probably get some stretch here/there but the result will be pretty clean