Hi geeks!
I finally found time to update an [old artwork project and I try to maintain the progress each week. Most of the elements were initially created in 3ds Max but since I started to feel more comfortable with Zbrush, I decided to handle the character work in sculpt.
Here are some pictures from the recent updates:
(Original poly modelled head)
For the male character, I decided to have a 20/80% Max/Zbrush workflow to avoid headaches on retopology and unwrapping:
Before adding details sculpt to the head I decided to move from the dynamesh to clean topology version. At first the Zremesher from polygroups (using polygroups from paint option) result were kind of good but it lacked some real edge loops around the eye areas therefore 3ds max helped to draw a clean topology for the lower part of the head that needed to keep its symmetry. However Zremesher gave a good result on the top part of the mesh, it only needed a few poly bridge and adjustment in max to stick the two meshes together.
Original Zbrush Re topology attempt
Zbrush + 3ds Max topology before being merged forever
With a good topology it was time to finally start some adjustment way easier to manage a subD 1 like on the eyelids, no more wobbly skin there! Then I could add details with alphas on the skin part.
Topology talking, this is a non animated project however I created a “good” topology for the faces of my characters anyway. It helps in many process coming after the modelling step: easier unwrapping, easier expression editing, good flow of polygons for the displacement in rendered images.
The back of the neck needs to be refined