Maya

Maya

Retopology

Mostly the Retopology was straightforward. However, there were areas which demanded more attention. For example, the hands and claws were difficult to retopologise, especially where the claws meet the hands. As I started to retopologise the important areas first, such as the knees, face, fingers and joints, it was difficult to match the edges as they joined together, resulting in messy topology in some places.

Hand Retopology

Another area where I had problems with was the collar. The reason being that the edge of the collar was so thin, it required me to experiment with different ways in order to retopologise it. In the end I had successfully retopologised the collar by adding very fine edge loops in order to be able to loop around the edges.

Collar Retopology

UV Unwrapping

Using the Cut and Sew tool, I cut along edges of the model in order to unwrap the UV’s and create seams. I attempted to insert the cuts in the middle of each part of the body. Essentially halving the UV Shells, to allow minimal stretching. I was required to create additional cuts in some areas, as I had found a tiny bit of stretching within these areas. For example, the ankles needed extra cuts as they had a lot of stretching.

UV Cuts
Unwrapped UV’s

Wireframe Views

Back View
Side View
Top View
Head Front View

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