Fig. 01
Fig. 03
Fig. 05
Fig. 11
Fig.12
As I mentioned, the point of this process is not to talk about the sculpting process, so let's start working on our topology. I use Silo because I really like the way the Snap tool works, but the principles can be followed in other software packages as well.
I usually start the process by making the high poly model slightly transparent as I think it helps with viewing the topology. If you are using Silo you can turn on Ghost Shaded mode and hide the wireframes (Fig.13 - 14).
Fig.13
Fig.14
Remember to turn on the Snap tool before starting to retopologize. You can find this tool in all the main software like Maya, 3ds Max, XSI and modo etc. Even ZBrush has great tools to do this (Fig.15).
Fig. 15
It is very important to make the loops follow the flow of the volumes/shapes and avoid triangles and shapes with any other amount of sides than four. You will come across problems if you use shapes with more sides than four when using blend shapes, rigging or even when rendering. Some software doesn't work correctly when rendering displacement maps and using geometry with triangles.
Start by creating a single polygon and extruding the edges from it. In the beginning the most important thing is to set the direction of the loops (Fig.16 - 17). I usually work in separate areas and then try to connect them. You can see this at work in Fig.18 - 21.
Fig.16
Fig.17
Fig. 18
Fig.19
Fig.20
Fig.21
Make the loops follow the general flow of the muscle. Knowledge of anatomy helps at this point. If you don't feel confident doing this, find a reference that will help you to make sure it flows correctly. You will also find that the pieces join together better if you follow this rule.
In Fig.22 you will see a higher density of edge loops at the corner of the mouth. This is quite important because if you were making it for an animation you would need these to make the face smile, speak or kiss. You can see how the polygons flow around the face and around the neck (Fig.23 - 25).
Fig.22
Fig.23
Fig.24
In Fig.26 you can see how the direction of the loop follows the collarbone. At the tip of the collarbone we will need to create a circular shape that allows for the rise in the shape of the shoulder.
Fig.26
Make the shoulder loop flow down the chest. This will allow the geometry to behave in a similar way to muscles after rigging (Fig.27 - 28). If you do this correctly you can get good results using simple blend shapes matching the bone's rotation.
Fig.27
Fig.28
Continue to follow the flow of the muscles and forms for the nose and eyebrows, as I have done in Fig.29 - 30. You will be doing this all over your model, matching the flow in the separate areas and then joining them together when the different areas meet (Fig.31 - 34).
Fig.29
Fig.30
Fig.31
Fig.32
Fig.33
Fig.34
In Fig.35 - 36 you can see how to fix problem areas in the topology. In Fig.35 you can see the unwanted triangle and the adjustments made. Each problem area you come across will require a tailored solution. When you browse for shapes that haven't got four sides in your geometry you will come across a few areas where there are problems. Usually this can be solved quite simply by connecting the problem shape with the polygon next to it. This would usually create a square. Another trick is to cut the geometry and make it a quad.
Fig.35
Fig.36
Try to keep the same distance between the loops as much as is possible. This will prevent many problems when creating the UVs and textures, and will avoid division problems when rigging and animating Fig.37 - 38.
Fig.37
Fig.38
Fig.39 is a snapshot of the final head topology. This topology provides enough loops to help the animator to achieve the creases that would be made when the face is expressing emotions. In a professional environment it would be necessary to speak to the rigging and animation team to make sure that you cater for every sort of animation that they would like to do.
Fig.39
When you have done this you can delete the high poly base and finalize any of the remaining details like the inside of the mouth and around the eyes. In the next chapter we will be looking at creating the rest of the body and the accessories.