I am currently working on a commission piece for a 3D character. This is my first time doing character work, and I've found enough resources on anatomy and whatnot, but I haven't found much on retopologizing a mesh for rigging. There are some resources that cover the basics, but I would like to know how to outline muscle groups to allow for proper deformation (like blendshapes in maya). I know that I'm supposed to outline the muscles, but I haven't found much on how. I would like to gain a fundamental understanding of how different topology affects the rig.
I am working in blender (but planning to switch to maya), so something that is software agnostic would be helpful!
Any help would be much appreciated! :)
Replies
Some resources here
http://wiki.polycount.com/wiki/ShoulderTopology
Go for a clean quad mesh. If you model in muscles you have troubles with skin sliding.
Here at 52min.
https://youtu.be/kCpdVm2bWEI
Thank you! I looked into some of those artists' work, and found some good resources. I look forward to reading em
That's interesting, do you know of any places where I could find more on this?
Follow the links on the wiki page, good solid info buried therein if you're willing to read a bit.