After last week’s scuplting work I export the model to MAYA into FBX file but I don’t know why all the faces change into triangular face. And I tried OBJ file as well, the same happened. So I quited and decided to export the high model which had nearly a million faces and topo it in MAYA.
The method is simple, first just need to converts the selected surface to a live surface.
Then move to modeling toolkit and choose Quad Draw in the tools, and set points in the surface which you already select as live surface. Besides the point you will set in the face it’s better to use 4 sides face cuase it would have the best animation effect for your work.
After 3 days boring work of topology just to be honest I finally had a 90,644 faces model which keep the original detail I scuplt and could be rigged. The next I need to split and unfold UV to give Guanze Wu to rig.
There is no strict principle of splitting UV, just remember not to leave too many seams in the places where the camera is often easy to shoot, people usually cut in somewhere like underarm, crotch, chin even the back part of ear. This could avoid the audience to see these easy to have seams, otherwise there will be a seam processing work to do.
Finally layout the UV, my habit is to zoom in as much as possible on the larger areas of the UV shell, this could have more details on the possitive space.