After the success of the first character, the second character retopology took a lot less time, and the rigging also came a low quicker. This time the character sits at a nice 16k polys, with it's higher poly version sitting at 1.5 million polys. This drastic drop has allowed for the character to maintain the detail I included with the sculpt using baking, while maintaining a nice and easy set of polys to work with for rigging, and for ease on my computer's power.
A difference I noticed with the retopology for this character, was that I didn't include enough polys on the shoulders, which led to the arms being slightly thinner that it's original model.I feel as though I have improved the edge flow for the retopology since my previous character, as this one seems to contour more to the positioning and flow of his body.Hi! I'm an aspiring character artist doing my Master's degree at UCLAn, hoping to bring some new, interesting stylised characters to life!
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