Hello, I'm fairly new to Maya and this forum. I have a couple questions about retopologizing a human character for rigging.
I have a human model that I sculpted in Zbrush. I'm almost done sculpting it and I plan to export that as an .obj mesh to Maya so that I can begin retopologizing it with quad draw. After I finish retopologizing the body, I want to retopologize the clothes.
My question is, does the clothes topology have to match the body topology in order to make rigging any easier? I've never rigged a clothed body before and I wonder how topology plays into this.
Second, what is your approach to retopologize, say, a shirt? I understand that the mesh must be thick enough to render correctly, right? Would you retopo the back and front sides of the shirt, or extrude faces to add thickness?
Thanks in advance for answering my noob questions. I really need help.
Replies
i disagree
if the clothing will be on top of the body. hell yes make it match the body topology as good as possible. Otherwise you'll fight clipping all day when skinning/animating your character.
If the body underneath doesn't exist animator, you would still want to use a similar topology just to make sure your skinned deformation works well. if you do whatever the hell you want just because your cloth is going wild, you'll have a fun time later on.
And if not you, the rigger/skinner/animator will just hate you.