Phase 2 Cleared: Re-topology in Maya + Skin-tight Clothes

After making some additional model alternations to Aqua in zBrush, I took the model into Maya and started to re-topologize it in preparation for rigging. The process was pretty straightforward though I did make some additional changes to the Maya model in comparison to the zBrush model. Hopefully this won’t come back to bite me later when I start to rig her.

Though she’s no production ready, I’m not too sure if I like the proportions of her face. There’s something about it that doesn’t quite look like the concept art? It could be the transition of an anime character into a 3D model, but something about it feels a little strange. It could also be that she lacks hair and that’s what’s throwing me of. Now that the model has the proper topology I may go back and give the face another shot. I may also add some temporary hair too, just to cross that off as a possible reason why she looks a little off.

I also went ahead and created the clothes that are skin-tight. this will allow me at least start with the body rig and then go from there. I’m not entirely sure how I would like to handle the cloth, whether to rig it, simulate it, or do a bit of both. I think I’ll have a better idea once I figure out how she should move.

For the time being I’m going to take a break from Aqua for a bit and start the work on my rigging system. After all, it’ll be necessary to make the rig. Onward!