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Creating a Warrior Character: Part 2

by
Gift

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This post is part of a series called Creating a Warrior Character with ZBrush and Maya.
Creating a Warrior Character: Part 1
Creating a Warrior Character: Part 3

In part two of the Warrior tutorial, I'm going to explain how to change the meshflow of the model we created in part one. Since the mesh has been created using zspheres, the meshflow of the model is not good enough for the rest of the pipeline. So in this part we'll look at how to correct this using the 'Topology Tool' in Zbrush.


Step 1

This is where we left off in part one of the Warrior series. Since this mesh was generated using zspheres, the meshflow of the model is not good enough and needs to be improved.

Step 1 Image

Step 2

To start, press ‘Shift+F’ on the keyboard, you’ll now be able to see the meshflow of the model that has been generated.

Step 1 Image

Step 3

Now in the following steps, I’m going to show you how to use the Topology Tool using a plane. So click on the "Tool" icon and select "Zsphere".

Step 1 Image

Step 4

A Zsphere is automatically created on the canvas.

Step 1 Image

Step 5

If you click on the icon shown in the image below (of any menu), the whole menu will automatically be moved to side of the interface.

Step 1 Image

Step 6

Now add a "Plane3D" to the canvas, and then go to the "Initialize" menu and set the "HDivide" and "VDivide" amounts to 5. Then click the "Make Polymesh 3D" button in the "Tool" options menu.


Step 7

Now again select the Zsphere you created earlier.


Step 8

Now go to the "Rigging" options, and from there click on the "Select Mesh" button and then select the Plane you've just created.

Step 1 Image

Step 9

From the "Topology" menu, click on the "Edit Topology" button.

Step 1 Image

Step 10

Now in "Draw" mode, create lines as shown below on the plane (All the lines will automatically be snapped onto the surface of the plane.)

Step 1 Image

Step 11

Press "A" on the keyboard, (or click on the "Preview" button in the Adaptive skin options of the tool) to preview the mesh you are going to get.

Step 1 Image

Step 12

The following image shows the completed lines on the 3rd Plane.

Step 1 Image

Step 13

Now press "A" on the keyboard, this will show the resulting mesh flow you're going to get for the Plane. We're going to follow the same steps, but for changing the mesh flow of the entire body.

Step 1 Image

Step 14

This is the same process you're going to have to follow to change the mesh flow of the model you've created. From step 13 click on the "Select Mesh" button and then select the mesh which has the topology we need to change.

Step 1 Image

Step 15

This is what your going to get by selecting mesh.

Step 1 Image

Step 16

Now follow step 9, and start working on the topology.

Step 1 Image

Step 17

This is an image of one of my models, which can be used as reference for creating the meshflow of the face.

Step 1 Image

Step 18

Click "Activate Symmetry" from "Transform" menu.

Step 1 Image

Step 19

Start from the eye, since Symmetry is on whatever you create on one side of the character, will automatically be created on the other side as well.

Step 1 Image

Step 20

Remember, you can press "A" anytime to see how the output is coming along.

Step 1 Image

Step 21

Here we are after adding a few more lines. While adding the center line, keep the model exactly in front and when cursor turns green, then click to add it.

Step 1 Image

Step 22

After a few more steps. I've started to work my way down to the mouth and lower face.

Step 1 Image

Step 23

And here is a preview of the mesh.

Step 1 Image

Step 24

Using the images below, continue the same process around the entire head until we have the completed face (as shown below and in step 25).

Step 1 Image

Step 25

Here's a view of the back.

Step 1 Image

Step 26

In the same way, start working on the other parts of body by continuing the lines from the neck and working to the lower areas (as shown below and in step 27)

Step 1 Image

Step 27

The below image shows the back side of the neck and shoulders.

Step 1 Image

Step 28

And here is the meshflow for the torso.

Step 1 Image

Step 29

And the mesh flow for the back.

Step 1 Image

Step 30

We continue working our way down the legs following the meshflow shown.

Step 1 Image

Step 31

Here's a view of the back of the legs.

Step 1 Image

Step 32

Following the meshflow shown below, we continue working down the arms.

Step 1 Image

Step 33

And transition from the wrist to the hand, once again following the meshflow shown below.

Step 1 Image

Step 34

This is what you will have after completing the whole body's topology.

Step 1 Image

Step 35

Here's a preview of the final mesh with a density of 1.

Step 1 Image

Step 36

Once you are satisfy with the preview of your mesh. Convert it to "Adaptive Skin". To do this, go to the ‘Adaptive Skin’ menu and click on the ‘Make Adaptive Skin’ button. (Make sure the ‘Density’ is set to a value of 1 before converting it.)

Step 1 Image

Step 37

Now the new mesh is generated with the fixed topology, and it will be automatically loaded into the "Tools" menu as a new tool. Select it from there and click the "Export" button, and export the model as an .OBJ.

Step 1 Image

Step 38

Now open up Maya and go to File>Import, and import the model.

Step 1 Image

Step 39

This is what we're going to get once it's imported into Maya. Here we can fix some small things we couldn't fix while working in Zbrush.

Step 1 Image

Step 40

Select the specified edges shown below and extrude them inside the mouth.

Step 1 Image

Step 41

It should look something like this. Now we won't be able to see the end of the lips, as it was visible before.

Step 1 Image

Step 42

Now following the same steps, select the edges around the eyes and extrude them in. You can do this on both eyes at the same time.

Step 1 Image

In the next part we'll take the model into Headus UVLayout and start working on the UVs.


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