
Originally Posted by
Bokicko
Hey guys, i would like to give me the best advice you have about this.
I have very complex, high poly models, the only thing i do is i do the sculpting process, and then i give the model to other people to do the retopo, so can be used for rigging and animation for production. I see this really disadvantage for me. I wanna do that part too, so the riggers and animators later do their job.
The problem is, i have no idea. I do have really good understanding of human/creature animal anatomy, and my sculpts are really awesome that i am proud of it. But when it's comes for topology i am hitting a wall, and don't know way out.
When it's come for this more technical stuff ( retopology high poly models) i am a bit not sure. I have brought, tried many tutorials, but they are lack of information, they are time lapse.
Any advice, good online workshop about this, you guys know? And i want to understand the topology thing.
Does rigging the character will help me to understand topology and character deform, bend or movement? Can i later fix the topology after rigging and skinning the character? So i can for example add edge loops and fix edge flow when it's need it?
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