Back to Characters
- Brianna Vega
- Oct 18, 2024
- 1 min read

I have finally figured out the weird clipping on the cop character. He is solid and good to go in that department. I had to grab all the vertices that were pushing through the mesh because it was in fact too thin. So after I had moved all those vertices it is good. Now all I have left is to add the pockets and cop badge to his shirt and all modeling will be done for the cop. Then we will move on to retopologizing. I have the shirt retopologized but that is the only thing done so far besides his hat and belt that I originally built in Maya.

However these guys are really high poly so we are going to bake normal maps from our high poly to our low poly version. So that way after re finish retopologizing we can still keep that detail we have. Hopefully after some researching we can get these guys ready for UVs. We put a mesh through Accurig already and it worked out great. We are also trying to get that mesh into metahumans as well so we won't have to merge two different rigging systems together. But yeah now the focus has shifted to fixing the topology because right now I think they make our computers explode if we tries to work with the models as they are now. Im gonna try and follow along with this video and if not find a new resource to get these normal maps.


Comments