Head Retopology

In our Thursday class our tutor, Alec, taught us how to retopologise a model by giving us a basic head model from a modelling/sculpting software, importing it into maya and retopologising.

We start by selecting the model and making the object live.

Screen Shot 2015-03-12 at 01.36.03

we then go to the modelling tool kit and select ‘quad draw’.

Screen Shot 2015-03-12 at 01.36.23

when this is selected, when we click on our live model it will create a green dot, making 4 green dots and then selecting over them makes your first quad ‘square’. You repeat this process until complete.

Screen Shot 2015-03-11 at 22.27.35

i did this for entire half of the face model, then mirrored the geometry, this isn’t my first try at this process, as it takes a good bit of thinking out the shape you want to create as you want few to no triangles in your topology.

Screen Shot 2015-03-11 at 22.28.04 Screen Shot 2015-03-11 at 22.27.51

my problem with this one is that i have probably made it to high of poly, it also isn’t evenly distributed as i found i had to make new edge loops to make all the quads fit.

I began this process by starting on the mouth and working my way outwards

Screen Shot 2015-03-12 at 01.42.32

Something i was trying to focus on more than anything else was having the edges curve into the shape the face might move, example the curve on the chin, cheeks and around the eye area.

Screen Shot 2015-03-12 at 01.44.52

Once done i moved onto the process of mirroring the object, so moved the new topology away from the original model and then went to mesh-mirror-mirror geo- -x axis

Screen Shot 2015-03-12 at 01.46.57

As you can see from the image above, i started off with the original model, moved the half model (thats newly retopologised) and then mirrored it into a full model as you can see from the right.

As i have said, i am not entirely happy with this and would like to do it again and feel i will improve more with more practice.

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