Retopology went quicker this unit as I remembered most of the techniques from last semester’s unit. It was an added challenge though that this was the first human character I have retopologised. I went back to the tutorial videos from last semester and used them to help me out.
I finished the head fairly quickly, leaving space for the mouth and eyes. As I moved down the body, I decided to use this reference of knee topology to make sure the joints worked as intended when the figure was rigged.
This is the waiter fully retopologised. I will do his hair later down the road.
I then went into sculpt mode and shifted some verts around with the move tool so that everything looked neater overall.
I began mapping out the clothes with plains.
This is the finished shirt, tie, sleeves and trousers.
I then began work on the apron.
I added more quads with the loop tool and used sculpt mode to push the apron closer to the body.
I then added a loop around the back where I would later add a bow.
After this, I used a solidify modifier so none of the body was peeking through.
The final apron.
I decided to delete the trousers and instead do the same thing via extruding from the body (meaning I didn’t have to connect the verts from the body mesh and the trouser mesh), but the extrude and bevel options were messing up.
I realised it was because the normals had flipped, so I fixed them and there were no more issues.
Lastly was the shoes. I extruded them from the feet and made sure the soles were flat before moving on.