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Week 15: Re-topologising

This week I've made the low poly models for Morgan and Dorethe, I am behind schedule at this point so I need to get the low poly model for Vivienne done as soon as possible because I still have to bake everything down, sculpt in some details so I'm cracking down on my time management to make sure I have enough time to finish my characters to a polished level.

My process for the MD outfits to the low poly version:

  1. Outfit exported from Marvellous Designer as an .obj and make sure it's set to cm

  2. Import into 3dsMax and remove the base model that was imported with the clothing

  3. Export clothing in parts or as a whole depending on how dense the topology on the meshes are

  4. Use Zremesher to turn the models into quads and then reduce the tri-count, I messed around with the settings a lot as it gives different results

  5. Import back into 3dsMax and manually edit the topology e.g. removing loops and cleaning up the mesh

  6. Delete parts of the base mesh that will be covered by the clothing

  7. Unwrap low poly models in preparation for baking

Morgan

Base Mesh: 8,556 tris

Marvellous Designer Outfit Export: 40,422 tris

Zremeshed: 74,205 tris

Low poly: 3,907 tris

Dorethe

Base Mesh: 13,068 tris

Marvellous Designer Outfit Export: 108,070 tris

Zremeshed: 971,431 tris

Low poly: 6,658 tris

Vivienne

Base Mesh: 7,585 tris

Marvellous Designer Outfit Export: 97,049 tris

Zremeshed: 148,406 tris

I actually re-topologised parts of Vivienne after finished her dress in MD, but now I've done the others properly I'm going to use those methods instead.

As I said earlier I am somewhat behind so I'm going to have to drastically speed up now.


 

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