For this week I went back into Maya and re-fixed my character's cape geometry and topology. I deleted the top parts of the shoulder and parts of the top chest. I then extruded the geometry from the chest and reformed the upper cape geometry to the shoulder. Once I was done with the topology of the cape geometry, I fixed the hand next. I added some more edge loops to all the fingers and the thumb. Next I evenly spaced out the geometry and shifted most of the edge loops that had large gaps closer to the other uniformed edge loops. For the head geometry, I tried using the box method this time instead of starting with the eye extrusion. The box method was quick but produced a very straight forward line and curvature edge flow and bad topology form. I connected the very low poly basic head model to my character's body at the start of the head creation to make sure that I didn't have any problems later on connecting it to the main body with a lot of edge loops.
Once the basic box head had been connected to the body, I started to add more edge loops to the head and form it into a head shape. I had low poly head wire frame reference images out when modeling the box head but the edge flow curve topology didn't go very much the way I want it to. I basically had to fight my way through all the straight line box curves and force them to form the correct topology that I wanted. After I was done with the head, it looked a lot better and more topologized than its previous box topology. Next I used the sculpt tool in Maya to smooth out all the geometry again due to some of the new edge loops that came from the head while I was shaping it out. I'll UV my model during the weekend and create all the necessary maps for my character. I'll check with Frank Piera next week for any improvements on my model.
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