ZBrushCentral

newbie geometry question

Hi all!

So this is my sumo project. I have made the basic form but before I start working on him I obviously need more polys in the head and belly for instance.
I´m also going to need some subtools.
It´s in the highest subdivision now at aprox 2.2 Million polys. I can´t get any more.

Now for my question.
Is retopology the thing to get this done? With better flow, will I be able to get more detail in? I mean will I be able to distribute the polys in a better way?
I have never done retopo and I´m not sure if I´ll pull it off, but eventually I´will need to learn that too…

If someone have other suggestions to get my project going I will be most grateful since I´m kind of stuck right now.

Husse

sumo1.jpg

Attachments

sumo2.jpg

Yes. :slight_smile:

Thank´s man! :slight_smile:

Then off we go!

BTW, is there any point trying to sculpt as much detail I can get before I try to retopo or is it a waste of time?

There are ways to insert more geometry in places, but it’s inelegant, and not really what you want to do. The sooner you become comfortable with drawing topology, the more your work will benefit. Generally one tends to do it before they pose, as it might be tricky to reach a few areas now, especially if the figure is no longer symmetrical.

Personal preference. You’ll find your own way of working. I personally tend to do it as early as possible, if I don’t simply take the time to build a good mesh to start with. I can’t stand sculpting over garbage geometry, and I dont like fussing with projection to transfer detail.

Ok, thank´s Scott.
The final pose is actually a bit more complex so I ended up like this to get it as close as possible and still have symmetry. But I guess I´ll making him in a standard pose for better flow.
I haven´t got a clue how to start retopo a whole body, I don´t know much about this. I have whatched some tutorials but those mostly cover the head and that seems hard enough and from that to a whole body… a bit to much for me I think. But I will certainly give it a try!

Thank´s again!

Husse

Before I continue, can someone please tell me if this is is a good start?
Do I need smaller quads maby? Is the flow right?

This is the first time I´m doing this, hence the need for advice.

Husse

retopo.jpg

So I have spent some time fiddling with this retopo thing and what can I say…
How do you do this? I mean how do one figure out where to start so you end up with all quads? How do you plan out this? I haven´t got a clue.
Look at the mess I´ve done to my head…

Plan your topology and watch some video tutorials for general assistance.
For example:
http://www.vimeo.com/2500492
Just search for retopology on youtube and you’ll get loads of examples.

Richard

This will help with the face and an overall understanding.

http://www.phungdinhdung.org/Realistic_face_modeling_by_PhungDinhDzung.htm

Very Nice

Richard

Based on that small section it seems like you have the right idea. I would actually tend towards larger quads.

You generaly want to be as economical with geometry as you can while still keeping good square shaped quads for your base mesh. It keeps the mesh easier to manage if you ever have to edit it point by point on the base level, as well as freeing up more quads for detail areas. Not to mention saving you time in topo mode.

Thank you guys!

I really need to study this now!

Husse