Hey guys,
during character modeling i ran into the following question: I've started a highpoly sculpt for a game character in ZBrush and especially in terms of clothing i am now wondering which part I should keep als separate objects in terms of Retopology, Texturing, animation,...
In my opinion it would most comfortable to keep everything separat and just combine the meshes later into one object. Do you guys know whether this is the right attempt? or will it cause any issues for example in the animating process because the top isn't physically connected? attached you can find a screenshot where i colored each subtotal in its own color.
I´d be a happy to hear your suggestions about what to combine and what to keep separate.
Moreover I´d like to keep the poly count fairly low so do ju think i can just bake in the ornamental parts? (grey, blue and greenish ellipsoids)
Thanks a lot for your help guys, really appreciated!
Replies
Happy to here from you
I'd also recommend having in mind beforehand if you are going to make the topology as one or multiple separated pieces and model the blockout according to that choice. This way you waste less time and avoid having huge files for the highpoly, since then you would be subdividing part of an object that you are not even going to retopo for the lowpoly, and trust me it can get out of hand very fast with complex characters, having 100 million polys for something that could be 50 million or less. This also helps making retopology faster later, since you can use the topo of the blockout as a base.
For this case, I'd handle it like this: