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Post by pandamontok on Dec 18, 2021 3:26:49 GMT -5
I have watched several retopology tutorials. So, I tried to retoplogize a top clothing. But I never really sure have I done it correctly. I need feedback. The quads I did are in blue color. Front: prnt.sc/23j643c
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Post by mauvemorn on Dec 18, 2021 3:45:55 GMT -5
Hi. Your edge flow is correct for the most part but it could use a bit less vertical loops and more horizontal ( or rather not "less" or "more" but for them to be more evenly spaced?). Here’s a tip: make a very low poly version then subdivide it. In this video I’m retopologizing the mesh the old way, you do not need to watch it, just go to 9:20 where you can look at how the front and back patterns are unwrapped. It’s low poly at first then I subdivide it and it becomes smooth There's more to it. Good topology ensures that: - you can easily edit the mesh. You can select edge loops ( with tris you cannot ) and delete them ( perfect for making LODs ); - the mesh is shaded smoothly, no crumpled paper look, no pinching, not jagged; - the mesh animates right, it bends sharply when it needs to; - it morphs right; - and the most important, the polycount is reasonable. Here's a video ( you probably need to download it bc otherwise the quality it bad ) Edit: here's a screenshot instead. The edge loop in the stomach area is not straight for the stomach to morph in a more... like.. roundish way, this is optional. You can just add another horizontal loop instead
and this what it will look like after being subdivided
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Post by pandamontok on Dec 18, 2021 18:35:57 GMT -5
I have redone the mesh. Front: prnt.sc/23mbhb3Side: prnt.sc/23mboy8Back: prnt.sc/23mbu3pIs this good to go? I've been wondering, is it ok to change 2 quads of flow to one quad of flow like the one I circle in red: prnt.sc/23mc9moThe reason I'm doing that is merely for visually not becoming denser when going down. I have a hunch, that the answer depends on how it affects the morphing (smoothly, no crumpled paper look, no pinching, not jagged;). But I don't have much idea on how something will affect the morph or shading. Thus in the process of retopo, I always question myself, is it ok to do this or that?
To get my vertices more align I use smooth tool in the sculpt mode. My question is, what will happen if my vertices aren't align or slightly off here and there with one and another?
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Post by mauvemorn on Dec 18, 2021 20:16:51 GMT -5
Shade the mesh as smooth and look at the shirt from different angles. If it’s not jagged anywhere, then it’s fine, if no, insert one more edge loop. This is how you check shading basically, there is not much difference between how the mesh is shaded in-game and in blender
Yeah, that is the right way. I would not say it affects anything in this specific case at least, the back doesn’t morph much. In some cases the weights may affect the area differently than the surrounding area, but all of it depends. This is the type of things that you fix as it appears until you learn to recognize in what situations it should be avoided.
It depends, I suppose. If, for example, this happens in the area where the mesh needs to bend, you will see that things don’t move as nicely as they should. If there is a big gap between edge loops, the surface will look flatter and be less mobile. You should get your mesh in-game (just rig it, transfer weights, vertex paint, save as a test file, do quick uv_0, export the layout, join the garment with the body, import the blend in s4s and the layout as the diffuse, check in-game) to see what’s going on. Just make sure to transfer weights and uvs with Nearest face interpolated. Use different morphs and movements to see if you need any more definition anywhere
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