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Week 6 _ Retopology

Week 6 was all about Retopology. Retopology means organizing the topology of your model to make the UV Mapping easier.


It is needed to make your topology easy and simple so that we can apply the textures on it very easily.


Retopology is also needed for further rigging and animating any model because it needs to maintain the volume while deforming the object. i.e. Animation.


To start retopology we have to first make the surface of the object live. The reason behind doing this is to draw the polygons which can be magnetised on the contours of the surface of the object.



After that select the quad draw. It's either in the shelf or under the tools modelling panel.




Now, to finally start, we have to put four vertex on the surface plan to make a quad and hold down the shift to make a quad plane. To extend the borders in the same direction, hold down shift +ctrl and select the edge of the border to extrude and then select one edge of the plane and hold down tab to extrude further in the same direction. To add edge loop, hold down shift + ctrl and select multi cut tool or add hold down ctrl and take the cursor wherever you want to add the edge loop.


This challenge was given to practice doing retopology on this model.








At first, I started quad planes without turning on the symmetry and built it around the head and then extruded all the way to the top of the head. The method of extruding is hold down shift +ctrl and select the edge of the border to extrude and then select one edge of the plane and hold down tab to extrude further in the same direction. But the issue with this was the whole topology was very uneven and it created lot of polygons at the top of the head.





After that I tried going in the direction of using symmetry and then extending it upwards. It did give some even topology. However I started facing some issues when I went to the area of eyes. I faced issues in symmetry. On the nose part to create the curvature of the nose I added more edge loops. But it also created the added vertices on the forehead. Richard then advised to go from the direction of eyes, nose, mouth then bigger parts. Because once you create the loop around eyes, mouth and nose it is easier to join them with bigger topology than other way around.



I still need a lot of practice in this part of workflow because I kept messing up the loop of the quads. Hopefully, by the end of this semester I'll be able to perform retopology in much better manner without any mistakes.

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