Key Learning Points
Character Research
Mood Boards
Character Turnaround
Key Learning Points
Plan Edge Flow Early - Early planning of edge loops is crucial to match anatomy and avoid rework
Tool Flexibility is Important - Quad Draw is useful, but combining it with tools like Multi-Cut offers more control in complex areas
Relax Tool to help Refine Topology - The Relax Tool helps smooth and optimize geometry flow after manual adjustments.
Reference is Key - Using facial and edge flow references helped guide better topology choices.
Quad Draw Tool - while i have used a similar tool in 3dsmax, it was my first time with Quaddraw which was very helpful, but hard to resist falling back on my usual techniques.
Getting the right edge flow that naturally followed the anatomy of my ibis character took a fair bit of effort. I started by using Quad Draw in Maya to retopologize the high-poly sculpted face. While I managed to get decent topology around the eyes, nose, and beak, I quickly realized I hadn’t properly accounted for areas like the neck, chin, and cheeks.
Using Quad Draw over the surface of the face, I was able to create an okay new mesh, which I replaced the original head with. However, due to my lack of experience with the tool, I quickly became frustrated. The edge flow wasn’t turning out how I imagined, especially in the more complex areas, since I was struggling to link different regions of the head together properly.
Eventually, I decided to use the Multi-Cut Tool on my new Quad Draw mesh to manually create and edit edge loops where I needed more control over the flow, particularly around the jawline and neck. I intermittently used the Relax Tool to smooth the geometry and improve overall flow.
Despite the challenges, with the help of facial references and edge flow reduction guides, I was able to achieve a topology that I believe will sufficiently support the necessary stretching and shifting. Overall, the process helped me better understand the kind of topology needed for animatable soft-bodied models and highlighted the importance of planning loops around deformable areas early on.
This section of the model was one of the more complex areas to retopologise, and I still think it could have been done a little better. Ideally, I would have placed the final neck loop lower and connected it to the chest loop, but I prioritised getting the shoulder loops in and ended up neglecting the neck for too long. That said, it should still be suitable for the deformation and movement required of it.
This was one of the more challenging areas to get the edge flow right and to ensure a clean transition from the neck into the head and around the beak. This version is the second pass, after I cleaned up the mesh from my first attempt. Initially, I think I made the segments too small and ended up with too much topology while trying to preserve the geometry around the eyes.
In this version, I maintained quad consistency more effectively, and the smoothed result turned out better overall, though I still feel there's slightly too much topology.
I'm pretty happy with the arms and hands. My intention was for the hands to visually represent the wing-tip feathers of the ibis while doubling as the character’s fingers, supporting the concept of a stylised and cute design. The supporting geometry should allow for movement of the fingers and retention of their shape during deformation. Similarly, the arms feature supporting loops where the feathers are "attached," although maintaining that look will mostly depend on getting the weight painting correct.
I was relatively pleased with the topology and edge flow of the feet. One concern I had was the relatively high mesh density compared to other parts of the model. However, since all of the original low-poly topology is necessary to support the geometry, there’s little I can do about it. Additionally, I think the mesh density appears artificially high due to the disproportionately thin and scraggly nature of the ibis feet compared to the more bulbous body.