Ok, so now that we understand the reason behind re-writing the topology,
I will guide you step by step in this process since its quite a pain getting it right;
the next step is to save out as a Ztool what we done so far, you can do that just by clicking here and sorting out how you want to name it and were to place it; For now lets keep it named ''C4'', this will keep things easier in the next part, and don't forget to save it out under Subdivision Level 5 which is at around 1 mill polys;
So once we got that out of the way, what we need to do next is set it on the lowest subdivision level, as I shown you before you can access that in GEOMETRY tools found here;
Alright, we got it on the lowest subdivision level, so what we gonna do next is make a CLONE of this, it can be found here;
Now that we have our Clone in place on the lowest Subdivision Level, we can feel free to delete all higher ones, now I made a mistake of not explaining this earlier so I'll correct myself now,
There are two options listed under GEOMETRY one is Delete Higher and Delete Lower, now what these do is simple, lets say you are right now on Subdivision Level 1 and you have 6 Subdivision Levels in total, if you click on Delete Higher, every Subdivision Level from 2 up to 6 will be deleted, same goes for Delete Lower, just the other way around; this is where you can find them;
So, once we deleted all the higher Subdivisions its time do decide what we want to keep of the Mesh and what we want to get rid off, My advice is to usually keep finer parts like the fingers, tentacles and all the things that have a decent enough Topology, and are quite hard to reconstruct.
The easiest way to speed up our decision is if we go into Poly Wireframe mode and then make a selection;
Fort my character I decided to get rid of these parts (Also the ones on his back) and to keep the lower parts of the arms, fingers, wings, legs and tentacles;
If you followed the MASKING part of this Tutorial, you should know the basic methods, and in this case we are going to use the POLY GROUP MASKING, or CTRL+SHIFT+click, and mask out all those points I marked, at the end it should look something like this;
Once you done this, the next step is to delete all the hidden parts, we can get that done by clicking on this command under GEOMETRY;
Now that you Deleted the hidden parts you'll have to save out this Mesh as a ZTOOL under a different name, lets call it C4_Del, this way explaining the next part will go smoother.







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