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Maya retopo process. HALP. Symmetry problems

Hi, I have experience in zbrush, making monstrous messes, ironic to my intentions of course; however, currently, I want to make beautiful, clean (re)topology. I started off yesterday, starting with a simple helmet like object. I made this so I could ease myself into the process of retopology. Unfortunately, I did not succeed in making good topology.

Here are some images of what happened.

My main problem is that I made my topology imperfect where the reflections of the model meet after duplication. I am not sure how to remedy this currently. I did fix much of it, but, It came at the cost of symmetry as I just snapped one vertex to the other side, leaving unsymmetrical geometry.

I could use some advice, how to remedy this, how to prevent this all together and any general advice you may have for me.

Replies

  • ClusterOne
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    ClusterOne polycounter lvl 4
    This looks like a problem with your normals.

    First thing you want to do is make sure you properly merged the vertices on your mesh.

    In Maya you can snap selections to the grid by holding the X key as you move the selection. This is really important for accuracy. You can adjust your grid if you need more or less precision. Using this method you can snap all the vertices in the middle section of your asymmetrical LP to the 0 x coordinate. Before you mirror be sure to move your pivot to the 0 x coordinate as well to ensure that when you mirror it your object will merge symmetrically. Lastly merge your objects, then merge the vertices either by hand or using the polymergevertex tool (it should be edit mesh > merge in the polygon tools).

    Then select all faces or edges and harden or soften edge (normals > harden edge/soften edge in the polygon tools) and then redo the smoothing groups as you need.
  • TGI
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    TGI polycounter lvl 3
    Hey Data -

    When you duplicate a side for symmetry, try using duplicate special>option box>mirrored or something like that. This way, the stuff you change on one side with reflect on the other.

    Also, are your two sides merged together? There will be a seam if they aren't merged, and once you merge them it breaks the symmetry of the two pieces. You can turn it back on, but only if you have it lined up on the grid.
    Hope that helps!
  • Bartalon
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    Bartalon polycounter lvl 12
    Regarding your seam that goes up the center of your helmet: Border Edges are hard by default because there are no vertices on the other "side" that they can average (soften) between. The only way to soften border edges between separate meshes or elements is to use the Edit Vertex Normals tool in conjunction with Vertex Face selection mode.

    However, once you are ready to combine the two halves and merge the vertices together, this hard edge should soften out as you would expect.
  • DataDragon
    Heya,


    You guys are... AWESOME!

    I just learned so much, so quickly, only because of you guys. This is a great community!



    Which didn't occur right away, because I didn't read your guy's answers as thoroughly as possible. I didn't combine the two meshes at first! Kept trying to merge the vertices before that.

    So thanks for this, helped me have a great ending to my day.
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