Hi I've just started modelling my first character.
i got some problems with workflow and i couldn't find my answer anywhere so..
this character is for games or animations like cinematic trailers
by far i've learned by myself the workflow i was thinking is
high poly character -> retopoly -> low poly model -> rigging -> texturing -> final?
so i've managed to sculpt something but after i'm done i wondered do i make it one big subtool?
i mean do i have to make my character as a single subtool? merging all body head clothes?
currently it's 2 subtool head and body except hair things and clothes..
so
1. do i merge everything down as a single subtool or do i export like head, body, hands, legs, eyes separately
2. if so, can i just export only visible part separately and do the rigging only visible area like clothes only and empty inside?
Replies
The Blockout. A "fast" version to nail the Proportions and Shapes.
This is the first step to get approval form the Art Director or Lead.
In some Studios is called a Proxy mesh. This mesh is also used the create the Lowpoly from. Not everything needs a retopo.
For example if your character does have some cylindrical object your Proxy object would be the final lowpoly.
If clothing is covering spots of the body, I'd advise when retopologizing to just not retopologise over these areas of the body, as they will be unnecessary polygons. However, do be aware to not cut the topology off right where the sleeves/clothing ends, as this may show when posing the body.