Creating a Warrior Character: Part 2
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.
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.
To start, press ‘Shift+F’ on the keyboard, you’ll now be able to see the meshflow of the model that has been generated.
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".
A Zsphere is automatically created on the canvas.
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.
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.
Now again select the Zsphere you created earlier.
Now go to the "Rigging" options, and from there click on the "Select Mesh" button and then select the Plane you've just created.
From the "Topology" menu, click on the "Edit Topology" button.
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.)
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.
The following image shows the completed lines on the 3rd Plane.
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.
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.
This is what your going to get by selecting mesh.
Now follow step 9, and start working on the topology.
This is an image of one of my models, which can be used as reference for creating the meshflow of the face.
Click "Activate Symmetry" from "Transform" menu.
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.
Remember, you can press "A" anytime to see how the output is coming along.
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.
After a few more steps. I've started to work my way down to the mouth and lower face.
And here is a preview of the mesh.
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).
Here's a view of the back.
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)
The below image shows the back side of the neck and shoulders.
And here is the meshflow for the torso.
And the mesh flow for the back.
We continue working our way down the legs following the meshflow shown.
Here's a view of the back of the legs.
Following the meshflow shown below, we continue working down the arms.
And transition from the wrist to the hand, once again following the meshflow shown below.
This is what you will have after completing the whole body's topology.
Here's a preview of the final mesh with a density of 1.
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.)
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.
Now open up Maya and go to File>Import, and import the model.
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.
Select the specified edges shown below and extrude them inside the mouth.
It should look something like this. Now we won't be able to see the end of the lips, as it was visible before.
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.
In the next part we'll take the model into Headus UVLayout and start working on the UVs.