September ProgBlog #2: retopo home stretch

in #aer4 years ago

The last week has been more about trying to fit more stuff in, so work hours keep getting cut more and more and more (because apparently I shouldn't be cutting sleep for some reason).

And then on Friday my problem shoulder exploded (either pinched a nerve or it decided to become a frozen shoulder, I will find out which presently I guess) because I had the audacity to...stretch (literally all I did was stretch upwards). By evening I was popping painkillers (I don't take painkillers because I have an irrational aversion to them) so I could run kids to places they needed to be, yesterday it was less bad and today it's less bad again but still there and still occasionally annoying.

Aside from some lag in places (which I was somewhat expecting from having read the reviews before I bought it) and even allowing for the fact I probably got slightly faster through sheer repetition if nothing else, I think retopoflow did actually make everything that little bit faster as I haven't been able to work in decent stretches but still managed to finish the wings and tail over the equivalent of a couple of days and in the 10-15 minutes I had today I did the arms and in the snatches I had after that, started working on the hands.

Sorry if the mesh being see through is headache inducing, I'm not sure how to turn that off or even if it can be.

I've done these bits so fast I'm now concerned I did something drastically wrong somewhere. I'll find out when I do quick rig tests (and they will be quick as the proportions of this character are wrong but I can't fix it til after I've baked the normals and I don't want to do any stuffing around with uvs which is why there's a temporary rigging step which I'm hoping to dispense with in future models that will be correctly proportioned to begin with).

This post also appears on my blog.

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Looks very good from where I'm sitting. But what, pray tell is 'baking normals'?

Thanks ^_^

A normal map makes a relatively low poly thing look a lot more detailed than it actually is without requiring an insane number of polygons. In this case it will get all (or at least a lot) of the detail from my sculpt mesh onto the retopo mesh (which as you can see from the last image in this post is not nearly as detailed as the sculpt mesh).

I've been dreading this upcoming moment for quite some time, I'm hoping it will be a lot easier than I expected so I can laugh about the dread later XD

Sorry for delayed reply. I was away from computer for last week. I have to say it was quite nice and I got to make some new Sand sculptures which is something I really missed this year.

The normal map things sound like just what I need to learn about. Looking forward to more of your progress.
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Don't have to be sorry for delayed replies with me, I'm used to very extended conversations spanning ages from forums way back when that you actually had to check in frequently because notifications what were those ;D

They're actually pretty easy to paint with bpainter, but you needed to bake from photogrammetry craziness didn't you?

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