Hey guys,
I've spent a long time modelling but mostly lingered in my comfort zone for small projects, until recently. A sculpter in clay I decided to try ZBrush and later retopologise a low poly mesh to use in Unity, however I'm not entirely confident with character modelling and it was a grey area I avoided throughout the years.
Here's what I've been working on, using Blender for this stage and a hard cap of 1,500 tris. I'm out of practice and new to modelling characters and retopology, as I said, so I'd appreciate any tips. Also wondering if I should abandon using retopo and just box model it all, given the style and lack of detail I really need to include.
(The eyes are layered, with geometry over a sunken eye so I can use animated alpha textures for blinking.)
Replies
The topology could use some fixes, especially around the mouth, if you are going to be animating the expressions. We have some wireframes here that might help.
http://wiki.polycount.com/FaceTopology
I'll start over with these as a reference and give box modeling it a shot instead.
If you're new to box modeling, we have some resources here.
http://wiki.polycount.net/SubdivisionSurfaceModeling