Hi all,
I am looking at wiki page for
Topology and
Base Mesh while trying to create a female base mesh for my personal project. I am very new to modelling and want to hear your opinions.
1. What sorts of details you always put on your base mesh?2. For a low poly base mesh, what would you happily omit?3. If I aim to "model then sculpt lightly", instead of going the "high poly then retopo" route, what special care should I give to my base mesh?Below is my current progress: I think its quad size could be more even, and it is missing proper deformation joints, and there are a few poles/triangles I think need sorting out, and the ratio of arms are probably off...
Please kindly let me know if I have screw up something (or everything).
Replies
I understand having good edge loops are essential to good deformation. But I can see many strange deformation are caused by bad rigging / bad skin weighting / impossible angles. So how should I know if my base mesh is good enough and I should fix skeleton and skin weight instead?
PS: I am using Hippydrome as a guide (and I know my character topology is nowhere near it), but I also want to keep my base mesh relatively low poly (around 2000 if possible).
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Understanding of good modeling flow for deformation also requires a decent understanding of deformation itself.
So yeah, you'll need to practice weighting too. It's not really all that complicated, you can get by with a simple rig and simple blended weights. Just takes practice, like anything else.
- Try to fix the model edge loops before subdivision.
- Use quick rig with custom skeleton and skin weight.
- See what's wrong and back to step 1.
And I think a hard-and-fast rule is you always fix topology first, and if you can't spot any problem, try skin weighting.
Do let me know if I am wrong...
This is the topo I like to use for shoulders as it follows the underlying musculature nicely. The pectoral flows into the deltoid through the armpit.
Anyway, here is my progress so far: silhouette, topology and rigging. I know the head size seems a bit off for realistic human, but I think she fits the stylized character I am aiming at? (see end of this post).
Also her shoulders are a bit off in T-Pose, I think it's down to skeleton and skin weight now...
Comments are welcomed.
For comparison, one of my reference, from Atelier Sophie
Take a close look at the groin in the Hippydrome examples, and compare with yours. A rectinlinear grid like yours is bad topo for deformation, and also bad for sculpting.
- You are saying they have different polygon density across the groin section.
- You are saying the vertical edges concentrate at the groin (front and back).
- You are saying the horizontal edges bend up on the sides.
I run into 2 problems when trying to fix my model:
- I don't have nearly enough edges due to my cap on polygon count (I did subdivide once and clean up some edges).
- When I try to go for the very tight lines (like the ones middle of buttocks), I end up sacrificing good silhouette due to lack of edges.
So here is what I got for now:
As for bad deformation, I am not sure if you mean the following problem. But should these be fixed using skin weighting instead of topology?
Yes that pelvic area will give you grief,
The base mesh in a ZBrush workflow isnt really super important, as long as its symmetrical (not always) and has a continuous center line. I guess its how you prefer to work. I like the freedom to determine the geometry as a last stage step.
mod edit: fixed bold!
And here's a character I did recently using that kind of shoulder topo:
As for the workflow, unfortunately I am not going though Zbrush (ie. not the high res to retopo low res route), I intend to sculpt lightly with Maya / Mudbox / 3D Coat etc., after creating a base mesh.
A side question: may I ask if you started with a naked base mesh or did you start with basic clothing?
PS: her underarm / shoulder looks weird in T-Pose, I think it has more to do with skeleton joint placement or skin weighting...
And better yet : Do as suggested above and overlay your references on top of your model - don't just look at them. Also a good idea is to bring in a 3d model of a human skeleton into your scene, as it will teach you things about joint placement that you will not catch by just looking at cartoony character models.
Also since you already have a temp armature thrown in (which is great, and something that more people should do while modeling), make sure to take the time to create a few natural idle poses.
However, I just don't think I can fix the underarm strangeness with topology alone, paint skin weight visualisation shows my underarm torso is under too strong an influence from skeleton arms.
As for the suggestion to have reference images in views, yep, I do have them in orthographic views. I hide them in perspective views partly because I don't want to rely on snapping to reference too much, and partly because they never line up perfectly anyway... (But I agree I should do better at following reference.)
A quick question:
- I want to try out a few natural poses as you suggested, but I can't figure out a way to duplicate the model along with control rig (or update the model without breaking control rig). Are there any tricks?
Also, Maya now has dedicated corrective morph sculpting tools which are handy (but unfortunately don't transfer to UE4/Unity at the moment)
But do you think it's a good idea to have a master rig that I can reuse on other characters (as they share the same base mesh)? If so, how can one do that in Maya?
If your characters share the same basemesh then yes, it's certainly possible. It's a very common pipeline at studios.
I was also looking at this video for Maya 2017 Update 3 about bake deformer tool, which looks promising.