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File: 1539042894137.png (2.54 MB, 1740x1320)
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Universal mesh = Using one base mesh that you morph into different shapes to make different characters.
Sculpting-Retop = Doing a fresh sculpt for each new character and retopologizing each time.

The end result with sculpting is characters with different topology-UVs-Rigs etc.
With a Universal mesh it's the same Topology-UVs-Rig etc.

It's doing my head in, I've been trying to make universal mesh work but hitting snags where i have to redo textures etc based on the body morph making me wonder if it's worth the savings from doing retop-rigging each time.
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>Universal mesh
It seems to be working pretty well for DAZ.
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Universal mesh would be alot faster, making everything from zero is not.
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>>645995
Universal base mesh is always better trust me. Experienced rigger/modeler here.
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>>646033
It seems so restrictive when morphing tho, making sure certain loops are in the right places etc.
almost easier for sculptors to start from scratch.

any general advice?
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>>646041
>any general advice?
Use DAZ Studio, morph to needs, customize materials, build props, customize some more, profit. No "snowflake sculptor" nonsense.
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>>645995
I do a lot of free sculpting then refit a mesh I've already made onto the sculpt instead of going through the process of retopo every time unless the sculpt is too extremely different from something i've done before
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>>646091
Wich tool and proccess do you use for the refit?
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>>646093
i used to use live surface in maya but now I just use wrap 3 and readjust some of the topology after.
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>>646094
Nice, that can really save time, i hate using a standar model for everything, it makes everything look generic, but also making retopology everytime is tiring and consumes too much time, that pipeline seems to have a nice balance.
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>>646091
>>646094

Yeah this process is good in general, good stuff mate.
I need to figure out how to manage hands and feet with this process tho, I'm in C4D and deformers etc still affect hidden polygons so i either have to cut off the hands and feet then reattach after reforming or find some other way to maintain those aspects.

So good to know others are already onto this, good stuff.
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>>646094
WHAT!!!!!

Wrap3 is Amazing!!!!

Holy hell dat compute tho, it's already accurate by default with selected points it's damn near perfect, even difficult areas it gets super close.





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