Monday, February 2, 2026

Organic Sculpt- Alien Dog Week 3



 My first step this week was to implement my given critique into the sculpt. I added in tiny wrinkle lines around the eyes, ears, and mouth that I had previously not noticed, and worked more on having the teeth look pushed into the gums rather than sitting on top of the lip. 



Next I took the decimated model into Maya for retopology. I was initially struggling, but after asking for advice I made some edits to what I had to make sure there were clear loops around the eyes and mouth. I had a really tough time with the quad draw tool and the smaller pieces of my mesh such as the claws and teeth. The quads kept going inside the mesh no matter what I tried (trust me, I tried- I started over three times), and when relaxed they would shrink into very small pieces. They wouldn't stick to the outside of the mesh which I knew would make the bake look bad, so I used ZRemesher and the Maya Reduce tool to help me with the teeth and claws only.



I also created a reference board of retopology on animals to help me and drew over the initial reference image to make sure I knew where the loops would be. To be honest I know my retopo needs work- I had a tough time considering big picture loops where they needed to be. This is definitely something I need to improve upon in the future.



 After retopology I did my UVs, keeping them all on the same tile. My UVs are not all pretty and organized, but I felt I didn't have the time to prioritize perfectly optimizing the shells. 



I then went into Substance Painter to bake my high poly onto my low poly. I separated all the meshes and baked by mesh name while using auto (experimental) setting. In my first bake I was getting small errors around the eyeballs but when I set the AO map to bake by mesh name only, they were fixed.


 

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