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Making Of 'You're Goddamn Right!'

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Date Added: 27th March 2013
Software used:
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Retopology

When I achieved a base mesh that resembled the subject (Fig.04), before starting to sculpt the fine details I needed to retopologize my mesh. I did that in Maya, using a plugin called NEX, which has a function called Quad-Draw that allowed me to easily draw polygons on top of my high poly mesh (Fig.05).

1691_tid_Fig04.jpg
Fig.04

1691_tid_Fig05.jpg
Fig.05

When the retopo was done (Fig.06), I added one step of Mesh Smooth, to have some more resolution on the model before I did the UVs (Fig.07).

1691_tid_Fig06.jpg
Fig.06
1691_tid_Fig07.jpg
Fig.07


UVs and Projection

I made the UVs in a tool called UVLayout which, in my opinion, is the best tool on the market for making UVs (Fig.08). After that, I imported my new model back into ZBrush, and projected the details of my base mesh into my new retopo model with UVs (Fig.09).

1691_tid_Fig08.jpg
Fig.08

1691_tid_Fig09.jpg
Fig.09





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Readers Comments (Newest on Top)
avatar
Daniel Bolivar on Fri, 10 April 2015 3:12pm
Very nice workflow!
avatar
Andrea Lazzarotti on Tue, 02 April 2013 9:30am
Wow, nice tutorial!!! thanks Rikk
avatar
Mike C on Wed, 27 March 2013 10:23am
Great breakdown! Awesome work... how did you get the iris to show the other side through the cornea? refractions?
avatar
Chroman on Wed, 27 March 2013 9:54am
Amazing work! I like it how you achieved the mood with the lighting! :)
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