Wednesday, 21 December 2022

Retoping the Captain

 Retoping the Captain was a pretty straight forward process. I took inspiration from the way the character artists approached the retoping in Dishonored 2. I tried retoping multiple objects in one mesh as much as I could, ending up doing the head and the collar together, the vest and the pants as one mesh as well. Because the inside of the coat can be seen, I retoped it separately, and I gave it thickness with a shell modifier, deleting the polys that were not going to be seen on the inside. 







Making deformation loops was a very important step that I did not skip, having them present at every joint. I also made the topology of the face and the shoulders considering that.



I tried to keep the geometry consistent, cutting in the details afterward, as seen on the pants and the coat. My model ended up having 60226 tris, which is an ok budget for a modern game. 

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