Doing the retopology involved lots of planning and research beforehand.
For the head, I have tried to translate the topology that is usually used for human characters onto my dog, having loops around the eyes, mouth, and also the one that goes around the moth loop and up the nose.
The body was pretty much straightforward, Thing like the legs and chest area are just cylinders. For the joints, I had to do a little more research tho. I have taken a look at how the knees bent, which is the opposite direction in comparison to humans, acting more like elbows. These are also placed quite high up the leg. They also have another set of joints closer to the paws, that bend like regular knees.
With that in mind, I have started to place loops where the joints were going to deform, connecting the topology afterward.
Since the geometry was all meeting at the paw, it ended up making it quite high poly, which led me to make some changes and also delete some loops.
The shoulder needed some attention as well, looking at examples of topology on Polycount.
I took advantage of the presence of the collar and split the unwrap under it.
The retop of the saddle was quite straightforward. I tried to keep the geometry as even as I could, While also maintaining the shape of the objects.
I m quite happy with how the retop turned out. It took me a really long time to do and figure out though. Looking forward, I definitely need to find quicker and more effective ways to do it in the future.
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