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How to "Share" Topology

gene098
polycounter lvl 6
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gene098 polycounter lvl 6
Hello Polycounters!

So I was reading up on the Order 1886 talking about their topology and UVs in their game and then they said...

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"Note that our two main characters' male and female head topology and uvs are indentical.

Shared topology is only useful if it matches anatomy as well, so we this reference texture called the ‘Anatomy Map’ that was used to make sure the key features on the face were aligned to the same edge loops across all heads."

http://img.techpowerup.org/170108/2017-01-07-22h14-32.jpg


1) How does one "share topology?" If thats the case then retopo wouldnt be a necessity anymore and that would be amazing!

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For how this pertains to why Im posting this...

My goal) (Short term)
Is to make a short cinematic where the character moves and talks for testing.
Later on Im planning to then put the character into an environment for a story that is in the works.

Current Progress) Ive finished modeling and now
Im up to the Retopology step....

Problem)
The only thing stopping me is the possibility that the retopo that I do now(If done right)
could potentially be shared amongst later characters.

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Here is information regarding the tools I plan to use in the workflow....

      -For retopology and UV creation)
Im looking to use Maya Quad Draw for retopo and Maya itself for UV as well

    - For Rigging)
Im planning on using the new version of Blendshapes/Morphs in Maya called Shape Editor for most of the rigging
As well as joints for certain parts like the eyelids.

Heres a short 1 minute clip showing what Shape Editor does...
https://www.youtube.com/watch?v=b7AEeLm4Lug

      -For Animation)
Im looking to use a facial Mocap called Faceware for my animations

Heres a quick 2 minute demo if you wish to see
https://www.youtube.com/watch?v=MwgSDj0qvp0

      -For Texturing)
Im looking to use Substance Painter

      -For rendering)
Im looking to use UE4

      -For modeling)
Zbrush
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Now that Ive laid out everything Im looking to use...

On the left is my base model which I will use for future children characters as well.
On the right is my completed character A.

http://img.techpowerup.org/170108/2017-01-08-15h51-54.jpg

2) So should I be doing the retopo on the Base model left or the completed model on the right?
(I will be doing retopo in Maya with Quad Draw)

3) Whats steps do I take after retopology...
So that I can also be able to share topology, UVs, rigs, texture maps, etc
just like The Order 1886 does?



















Replies

  • oglu
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    oglu polycount lvl 666
    just use the same basemesh for sculpting or use the russian scanner...
    http://www.russian3dscanner.com/
  • musashidan
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    musashidan high dynamic range
    The techpowerup.org links are broken.
  • thomasp
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    thomasp hero character
    retopo isn't really necessary for something like a regular human head (or body) anyway - just create a basemesh with good loop structure, desired output resolution and even density and sculpt on that. if you set up your base with UV's too then you can then use that sculpt's lower subdivision levels straight away as output meshes, e.g. to bake normal maps to.
    the thing here is to just restrict yourself to sculpting on top of the base mesh, not make a mess out of it with dynamesh and things. pretty hard for some. ;)

    for their anatomy map it seems like the order really went to town in defining islands. that's a lot of stuff to manage but at least you have their blue print to start with.

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