Retopology is like eating ice cream: you first have to eat the biscuit cone to get to the good part. Why not buy it in a cup you say? Because then this analogy would fall apart. I’m simply trying to make this more interesting. Just go along with it. Proper topology is necessary for detailed sculpting, animation and optimising a model for games. For beginning 3D artists, retopology can be a drag, especially if you don’t know what you’re doing. There are a lot of great tutorials out there on the interweb, but I haven’t yet spotted any easy-to-follow tutorials on retopologising hands. So, in this blogpost I’ll share a simple method that works for modelling and animation, while outlining the basic principles of retopology.
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Over the next few months, we’ll be sharing with you the making of our game ‘Momo Ichigo’, from level and character design to sculpting game assets and creating the game’s soundtrack. We’ll be uploading asset renders, screenshots, gameplay and speed-modelling videos, as well as a look into some of our design documents.
In anticipation of these devlog posts, I wanted to take a moment to share with you the inspiration behind the world of Momo Ichigo. As an avid gamer with a passion for audio design and music production, the opportunity to compose the music of Momo Ichigo has been a lifelong dream come true. My audio background has primarily been in film, and while the next-gen games being developed today become more and more similar to the medium of film with each passing year, games and films are still vastly different when it comes to music composition and audio design.
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