alr i updated the head topology and mesh a bit
mainly made the spikes more thin

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Proof of concept art on extracting face topology from images using 3D meshes for reference. I know this isn't like the usual art I post here, but it's fun to figure out stuff in order to learn different ways of drawing.

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More retopology. En route to 7500 triangles though which honestly wouldn't be the end of the world if I cant keep it in Quest Excellent range. Quest Good grants me access to Physbones at least and I could up-res some parts of him a bit

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While I'm here, keep a little teaser. I have several models in the work. As always I want to make a small bust and WOOSH, you are already doing retopology and a scene in unreal ... and all this with a diagnosis about the third degree of professional burnout.

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Their sculpt is just-about done. Began retopology of the main body + hands.

For now, shooting for Quest Excellent in terms of polycount - so 7,500 triangles max preferred. At 2,529 so far it's encouraging and I hope the topology withstands animation as it is.

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stuck in retopology hell

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After finish any part of the models i love to look at the topology and see what i can do to improve or if it's good enough https://t.co/TxtSGmdfm2

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I love modeling ruffles so much!! <3 This isn't the best topology in the world, but that's okay!🌸 I wanna use Magica Cloth/Obi Cloth for the physics since they have self collisions built in unlike Spring bones and they're compatible with vtubers too!!🌸 -^u^-

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Getting there on the retopology push. Just the queen left and then I can texture everyone. (I am mainly working with quads, this is just the raw fbx preview triangulating everything)

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an espacetopolis alien for my friend

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gave niko multiple faces
compared to my more recent character models niko's seems pretty outdated with iffy topology

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