So I've posted up the main subtool of Benjamin's sculpt. There are a few things for me to tackle right off the bat.
The torso is a little over 5M points in ZBrush. That's 20% of the overall model weight, which is not bad, but could still be better. I also need to separate the shoes as a separate mesh. They themselves need to be completely re-done. I wasn't happy with how lumpy it all felt. That said I have a few possible approaches to reworking the sculpt, but before that, let me go over the shopping list of what needs to be done overall:
- Ditch Polypaint and textures—This sucks, but the main focus is on the sculpt, it won't be too hard to re-do the skin texturing afterwards, plus I need to have a "clean" base sculpt when the time comes to re-extract the clothing and accessories.
- Separate shoes from body—As I mentioned earlier, it would be best to have the shoes as a separate subtool. They need better detail than what is currently there. There will be some back-and-forth between ZBrush and Maya to get the look just right, especially for the shoestrings and holes. Plus I'll want to create a special subtool for the shoelaces that will wrap around the shoe's mesh, but that will be later.
- Fix anatomy—Nothing major, but I do want to soften some of the musculature, since he's to be more of a cartoonish character, and I need to adjust the hip positioning. I may want to re-do the nails a bit, but it's not a must-have.
Now to make this as successful as possible, the overall mesh weight needs to be trimmed down before the shoes are removed. Right now it's a dynamesh and that's going to be a bit tricky. For the uninformed, think of Dynamesh as working with wet sand. You can get a lot of nice detail with it, but you can't really adjust things in a uniform manner. That said, I have two options:1. Decimation Master
Pro: Fast way to reduce overall poly count to the mesh
Con: Does not reflow topology and may lose some sculpture fidelity, will create jagged edges when separating the shoes that will have to get cleaned up in Maya afterwards.2. Retopology Tool/Reproject
Pro: Retopology tool will allow me to fully control the edgeflow of the sculpture and make for an easy-to-rig low-res mesh and reproject textures. It will also allow me to make sure I can create a clean "break" from the shoes, and give me a new base mesh to recreate them.
Con: VERY time-consuming, and may not give me good reflow of shoe topology, meaning I may start those from scratch.
I am likely going to go with option #2. Yeah, it's going to be a huge time sink, but given that control of a mesh's edgeflow is going to be critical in extracting other meshes and rigging, the more work I can do upfront will make the rest of the process go more smoothly.
Here we go!