1. Modelling the Eyes
Start Maya and open the file which was saved in the last part of the tutorial.
a sphere from Create > Polygon Primitives > Sphere. Move and scale to
eyeball size. Use the ZBrush eyeball mesh as a guide.
the eyeball model to 90 degree at X axis. Then go to Modify > Freeze Transformation.
Every time you make some changes to the object, it'll leave the histories which increase the file size and may sometimes cause problems. To avoid this, delete the history by pressing Shift-Alt-D.
the eye mesh by pressing Ctrl-D. Hide (Ctrl-H) one of the eyeballs.
Hold Shift with right mouse button and drag to Insert Edge Loop Tool options box.
In the tool settings, choose Multiple edge loops, and change the number to 1.This will help you to insert edge loop equally between two edges.
an edge loop for iris.
the iris faces, go to side view, hold D-V to snap the pivot to the end of
R for Scale tool, scale at Z-axis until the iris is flat.
to the perspective view, insert another edge loop for pupil as shown in the following image.
the pupil faces.
the faces and move inward.
to Insert Edge Loop Tool, choose Equal distance from edge.
Insert edge loops for iris and pupil as bevel.
the eye that we duplicated in Step 4. The aim is to create this mesh as the cornea. Select
the faces similar with iris size.
the faces to front and scale smaller. (Press 4 for wire frame)
Shift and insert edge loop.
the eyeball, scale a little smaller than the cornea as shown in the following image.
With both eyeballs and cornea selected, go to Mesh > Combine. Press Shift-Alt-D to delete the history.
to front view, hold D and X keys to snap the pivot to the centre of the grid.
Press Ctrl-D to duplicate the eye. Then flip to the opposite side by changing the number of Scale X to -1. Freeze the transformation.
Don't forget to rename the
2. Re-topology of the Body
the head, duplicate by pressing Ctrl-D and then flip to opposite side in the same way as
the previous step.
With both head meshes selected, go to Mesh > Combine. Then press Shift-Alt-D to delete
head mesh is only combined, but the edges in the middle are not attached
together. To display the border edges, go to Display > Polygons > Border
thicker edges are border edges. Go to front view, select the vertices.
Shift key with right mouse button and then click on Merge Vertices.
Turn back on Symmetry World X. Select the ZBrush body mesh and click on Make Live. Select the head mesh and click on Quad Draw Tool.
re-topology from the neck. Create topology like the image below for clavicles.
a loop for arm.
topology for back as shown in the following image.
Create topology like the image below for breasts.
the topology for hips.
the base of the feet, I'll make it into the shoe base later.
For the shoulder, create a topology like the image below on the shoulder’s joint
step for elbow.
Hide the ZBrush body mesh. Select ZBrush hand model and click on Make Live. Continue with hand re-topology.
a loop for thumb as shown in the following image.
a loop for index finger.
Follow the same
step for middle, ring and little fingers as well.
the fingers together.
of fingers’ poly count is higher than wrist’s poly count, this topology helps to increase the edges to connect to fingers without affecting the
surface of hands.
of back of hand.
the topology for the thumb’s joint.
the same topology for the other fingers.
all the ZBrush meshes. Select the body model and click on Soften Edge. Now, you have
completed the topology part successfully.
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