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The T-posed model mostly has the same topology as the original, but with the following differences: | The T-posed model mostly has the same topology as the original, but with the following differences: | ||
*The shirt becomes a separate mesh, "Kimono1" (and the pants stay as "Kimono"). | *The shirt becomes a separate mesh, "Kimono1" (and the pants stay as "Kimono"). | ||
*The pants have an additional subdivision level (low-poly: 598 verts, 608 polys, tris). | *The pants have an additional subdivision level (low-poly: 598 verts, 608 polys, 1208 tris). | ||
*The "Taping" mesh covers both hands (the vertex and polygon counts of all LODs are doubled). | *The "Taping" mesh covers both hands (the vertex and polygon counts of all LODs are doubled). | ||
*The eyes have no subdivision levels (only the high-detail mesh is present). | *The eyes have no subdivision levels (only the high-detail mesh is present). | ||
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#The T-posed clothes have negative thickness in some areas, so the backface of the inner surface pokes through the outer surface and vice-versa. Easily fixed (and also irrelevant since we are discarding the clothes). | #The T-posed clothes have negative thickness in some areas, so the backface of the inner surface pokes through the outer surface and vice-versa. Easily fixed (and also irrelevant since we are discarding the clothes). | ||
#The backface of the T-posed mouth cavity slightly pokes through the upper lip as well (for the higher LODs). Does not cause problems for normal map generation. | #The backface of the T-posed mouth cavity slightly pokes through the upper lip as well (for the higher LODs). Does not cause problems for normal map generation. | ||
#The pose is not exactly symmetric when it comes to the hands (see, e.g., the index fingers in the above screenshot). Thankfully the body has symmetric topology, and the sculpting (e.g., veins) is symmetric as well. | #The pose is not exactly symmetric when it comes to the hands (see, e.g., the index fingers in the above screenshot). Thankfully the body has symmetric topology, and the sculpting (e.g., veins) is symmetric as well, so the symmetry can easily be restored. | ||
#The central edge loop is misplaced (rotated slightly away from the YZ plane). The adjacent polygons end up overlapping and facing inwards at the highest LODs, so the normal maps cannot be generated properly. | #The central edge loop is misplaced (rotated slightly away from the YZ plane). The adjacent polygons end up overlapping and facing inwards at the highest LODs, so the normal maps cannot be generated properly. Luckily it is only this one loop that is messed up, and it is easily recentered. | ||
#The arms are angled much lower than for a typical T-pose and, given their thickness, there is a big fold in the armpit region: the topology is inaccurate for the higher LODs, hence (again) bad normap mapping. | #The arms are angled much lower than for a typical T-pose and, given their thickness, there is a big fold in the armpit region: the topology is inaccurate for the higher LODs, hence (again) bad normap mapping. | ||
There are also a few general issues with the body mesh, which occur not just for the T-posed version but for the original model as well. | There are also a few general issues with the body mesh, which occur not just for the T-posed version but for the original model as well. | ||
#The geometry is slightly distorted at mesh poles (tiny quads): fingernails, shoulderplates, mouth corners and especially ear lobes. | #The geometry is slightly distorted at mesh poles (tiny quads): fingernails, shoulderplates, mouth corners and especially ear lobes. | ||
#The fold between the | #The fold between the pinky and ring finger is messy (apparently a low-poly sculpt defect that got worse after subdivision). For the original pose, the left fist has messy folds between all the fingers. | ||
#The creases below the buttocks have slightly messy topology, but not as much as for the armpits or the crease between the ring finger and pinky. | |||
#Generally the topology of lower LODs does not conform to the body shape, with lots of non-planar quads. Probably the low-poly topology should be re-done from scratch. | #Generally the topology of lower LODs does not conform to the body shape, with lots of non-planar quads. Probably the low-poly topology should be re-done from scratch. | ||
#The UV unwrap is also non-symmetric (probably because it was done for the original pose), and far from optimal in the head area (too small for the amount of sculpting detail). Possibly a new unwrap would be better. | #The UV unwrap is also non-symmetric (probably because it was done for the original pose), and far from optimal in the head area (too small for the amount of sculpting detail). Possibly a new unwrap would be better. | ||
===Adjusting the T-pose=== | |||
The Earthquake is centered on the center-of-gravity. Raise the mesh by 1.06 meters and bake the offset into the mesh. | |||
The central edge loop of the body mesh must be fixed for every LOD. In Blender, switch to Edit mode, select an edge near the YZ plane, then pick Select/Select_Loops/Edge_Loops, and scale the loop by a factor 0 in the X region, with the 3D cursor (world center) as pivot point. The central edge is harder to identify for the highest LOD. | |||
Fix the left hand by picking Mesh/Mirror/Restore_Symmetry and choosing "Negative side" as Source. This leaves only the crease between the ring fingers and pinkies, the armpit folds, and the backface of the mouth cavity. | |||
The armpits are the most critical and least trivial fix. We are going to auto-rig the mesh with Mixamo, raise the arms of the auto-rigged mesh until the armpits are exposed, so that the high-LOD topology can be fixed and flawless normap maps can be baked on the whole mesh. | |||
Mixamo's auto-rigger cannot directly handle the detailed sculpt body meshes: if you attempt to upload the higher LOD, the process will fail either immediately upon upload or while rigging. | |||
In the problematic armpit regions, Mixamo does not attribute weights correctly (chest sides are affected by arm movement), but this can be remedied with weight painting. | |||
====Remeshing==== | |||
[[Category:Oni 2 influences]] | [[Category:Oni 2 influences]] |