Thread: ***TOPOLOGY***
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# 27 03-01-2007 , 08:14 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
gster:

My workflow is this:

create the base mesh in poly and block it out as best possible adding geometry when and where necessary (obviously) then once Im happy with the overall base mesh and its all quads, be them N sided or normal quads I'll convert to a Subd and really go to town tweaking the model until Im happy or sick of it LOL. Then once thats done I'll go over the mesh again back and forth between SD and poly, ironing out bits and pieces that I feel may cause problems when creating blendshapes. Sometimes I'll re-route the edge flow around the cheek/nose area and jawline too, (around about where Vlad has marked on the mesh) just to make sure its all working for me, but as far as the 'patching' goes I dont worry really as they'll go once Ive done the final convert to hi res poly. Then its uv time. Once those are done I'll go back to the base poly mesh and create the actual blendshapes especially since the mesh is so low, it makes the job easier. Again I'll jump back and forth between Sds again while creating the shapes so I can check the forms of the expressions.

Once Ive done all my shapes I'll save two versions out, one with all the shapes in Low poly and then one set thats been converted from a SubD to a hi res poly version ready for animating

if you feel the need to re-route edges etc try the spin faces script from highend3d its a time saver, youcan select two faces at a time and spin them in another direction without recutting geometry

Hope this is clear
Cheers
Jay