Week 24 - Base Mesh Development, Quad Draw Retop, and Project
This was a very tedious process, the end result wasn't too bad but I forgot to keep deformation in mind, so when I do my character model I'll definitely be more mindful of how I redo the mesh. Something weird keeps happening whenever I import models from Maya into Zbrush, where random holes appear all over the model. I think it might be something to do with how I construct the model in the first place, but most of the time, I mirror everything in maya, but in Zbrush the holes are not symmetrical, so maybe it's not how I make them. This always gets fixed when I dynamesh them at a high enough resolution, but then the model is no longer low-poly, which in this case kinda defeats the purpose of redoing the topology in the first place. I guess I'll stick to baking details in in maya or in substance.