Tuesday, November 2, 2010

Typology issues




Z brush adds typology to make for a more complicate character, which in turns allows ones to sculpt forms in greater detail. Sadly though, it messes up my typology, so when I rig the character, it won't deform as it should.
Anyone know a way around this? Is my original typology incorrect?

2 comments:

  1. Hi Marcus,

    5 sided faces. All the kooky stuff seems to relate to obvious 4+ sided faces. The areas around the bridge of the nose probably have invisible extra vertices that you can delete or merge to fix that easily. Same with the pelvis, you have three sided faces. Here just delete the extra edges to make quads. A handy test is to use "selection constraints" so select either tris (3 sided faces) or ngons (4+ sided faces). You can find this in the Polygons module: Select > Select > Select using Constraints... Right click on your mesh to select faces, the in properties under Order tick either "triangles" or "N sided" and marquee select the whole mesh and only faces of that kind will be selected.

    Good luck

    Jack

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  2. Above and Beyond the call of duty Jack, thanks for the advice.

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