Monday, 25 March 2013

urubutsin body and retop

I have finished creating the body mesh for urubutsin in mudbox, and retopologised the body and head.


 This is the finished base model for urubutsin in mudbox, he is missing a number of assets (hat,cane. etc) but i will be creating them at a later time.

This is the retopologised model in maya using a lot less polygons however in this image the normals applied to the head mesh had done something odd. The normals were facing the correct way and the head looked good in the high quality render viewport but when rendered they looked reversered. I attempted to invert the normals, edit the green in the normal map itself and still had the same issue no matter what i tried. Below is a closer render of the head.

Eventually i discovered it was the way that i had created the head that caused the issue. I had created it by retopolgising half the head and baking half the high poly head textures and normals onto it, then mirroring the mesh and attaching the two halfs of the head. So to fix the issue i simply unwrapped the head when it was a whole and re-baked the entire head texture onto it and the normals are now the correct way and it looks much better.
I have also added a seperate shader for the eyepeice in this render.

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