Thread: ***TOPOLOGY***
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# 226 08-01-2017 , 08:54 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
So a bit more on the mesh update

the mesh on the left has one subdivision and if thehead and the feet were present I figure we'd be looking at an ideal base mesh to begin subdividing in Mudbox or Zbrush and then start our sculpting at around the 20k mark as far as polys are concerned as I said before, then as mentioned in the previous post we would then update the base mesh over in maya with the newly sculpted one using either a blend shape or a transfer attributes, using the the closest point and and vertex position attributes.

I will try and get a freebie tutorial done for the site as it would only take like 5 minutes on a video to explain the process.

images below of the current update after a reprojection of the scan in zbrush at 2 and 3 levels of subdivision


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