A study in topography
Topography is essential for mapping textures, projection maps, and as a framework for building sculpts and materials.
Topology, especially face topology, should always be smooth and uniform in distribution and scale. Scaling should happen evenly when polys are required to shrink (corners of the mouth, around orifices, etc)
The following presents a few examples of how topology works in the races of Status Quo for a cleaner character design, optimized for future use for game textures.
All models except Humans by Cheshire. Human male and female provided by CGCookie (CC-BY)
Topology, especially face topology, should always be smooth and uniform in distribution and scale. Scaling should happen evenly when polys are required to shrink (corners of the mouth, around orifices, etc)
The following presents a few examples of how topology works in the races of Status Quo for a cleaner character design, optimized for future use for game textures.
All models except Humans by Cheshire. Human male and female provided by CGCookie (CC-BY)
Human Female basemesh by CGCookies
Human Male basemesh by CGCookies
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These base meshes can be subdivided from between 7,000 - 9,000 polys to upwards of 2-5 million for sculpting and color mapping for later projection. Keeping lower subdivisions intact is important for aligning UVs later to project high poly texture information to the lower poly game models.
So you can get THIS...
On a head that's only 2,000 polys.
More on how projections works in Zbrush in a later entry.
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