Last two weeks were Easter holidays. Unfortunetly I wa not able to rest so much, because of my other job and this project. I encountered some issues so these two weeks let me stop and solve them.
My character was missing teeth and tongue, since it was supossed to be game ready, I have decided to include them.
I managed to pose the character, I had too many issues getting the game ready version ready first and since I managed to pose the 3D print version, I was able to at least have a 3D print ready.
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This is all measured, processed and ready to print.
| Model with supports |
| Parts in Zbrush |
I picked the snow globe:
| The jar will be more close with sustainability aspect of the project. |
The dimensions for printed parts will be: 59.32x72.64x59.31mm
I measured the jar and the radius of the lid to ensure that the model will fit. I will be prinitng it as one piece, if I encounter problems I will divide it.
Throughout the Easter I had many issues with retopology. At first, ti was going pretty well, especially on head, arms and tail.
But with the difficult part I had to stop and think the plan of action: many of them especially shoulderpads tubes and corset pieces looked very difficult to retopo manually.
I had an idea to Zremesh the difficult parts and incroportate them with my retopology. Unfrotunetly, quickly I found new issue, some parts were intersecting the mesh making it impossible to retopo with faces inside the model. Same with the corset.
While I really like the reopology of this piece, intersecting mesh was too big of an issue.
I had to get some help from my tutor and ask fo advice. I was not sure if I can have seperete pieces for the game ready model. As I expected this is quite a popular issue/ deccission to make when making retopo for games. I had to think of the end goal of the project. If the character was to change its clothes than having it retopo seperetly is a benefit. However, that was not my goal. I also was wondering if I can leave parts just not connected, but I was too woried that I could cause problems if the characetr could be rigged eventually. I tried to connect my retopo to zremeshed version but it was way too complex, I had to bail this idea too. What I ended up doing with a skirt is to try manual retopology. It took me a while, but eventually it looked quite good. Almost like automatic one. I also left the tube pieces from zremesh and connected it to new retopology.
| At this time I also created a body retopology, the part under skirt and corset, just in case. |
| This is how it ended up looking seperetly. |
Turnsout I can not unwrap any of the pieces after cutting it, Maya kept giving me a warning, that I have intersecting edges joint with polys inside. I tried every possible method to fix it, Maya clean up, reseting preference folder, realining model, unwrapping it with Legacy method, Importing and exporting it into Blender, cleaning it up in Zbrush and nothing really worked. I was slowly running out of time.
The issue was also that I was very stubborn to have my bake mesh by name baked, so everything had to worked perfectly for this. Since I planned to have hair done speeretly I decided I will have those pieces seperate as well. I wasn't gonna animate this model after all, only pose, and if I will ever use it for a game I can come back to it and try playing with it one more time. Once I ahve done this- my UVs were unwrapped beautfiuly. One for the body, crown(it has relatively low polys so I managed to connect it somehow without mistakes), teeth, tongue, eyes and the skirt. Then hair, shoulderpads and both parts of corset together. IT WORKED!
Next step was to tidy the UVs I unwrapped and bake the model.
Also to print out the posed version.
I also made alot of notes during Easter for my dissertation draft and started writing soem of the sections. It goes quite smoothly once I am writing it. The worst, is to start...


