

Re-topo
EGD235 - 3D modeling: Assignment one.
Spring 2009 – Second Semester, sophomore year
This was fun; this was the first time we got to mess around in Pixologic’s Zbrush. We didn’t do any sculpting, but messed with the re-topologizing feature Zbrush has. We used Zbrush’s DemoHead as a high poly model, and re-topologized it trying to get it under our target triangle count. I don’t have the original paper, so I can’t think of the max count, but my grade sheet says I got under that amount with 1,192 triangles. It was an interesting project, trying to figure out how to get the polygons to follow the form of the head and not have messy geometry. After we created a low polygon version of the head, we were then shown the UV unwrapping program called RoadKill. This allowed us to easily unwrap our head model and clearly see any stretched or compressed UV coordinates. Once we were happy with that, our teacher gave us a nice high resolution front, side, and top view of a human face to use as a texture. Everyone had different ways of creating the texture. My way was to just edit the face in photoshop on my UV texture as a reference. Then I went into Zbrush and fixed the seam in the back of the head using Projection Master and ZApplink. As you can see by the freaky looking stare he’s giving, I didn’t really pay attention to the eye placement. I tried as much as I could to change the low poly model’s eye lids without the texture getting too distorted.
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