Snapping should be easy enough. I may have just had too many active components, so it was snap happy.
I’ve backed myself into a bit of a corner. I cobbled him together knowing nothing about animation, so he has all kinds of high poly details, and I wasted 2 weeks last time I went down the rabbit hole of doing manual retopo, high to low poly workflow out to zbrush, modo, etc… then he changed and all that stuff is no good anymore. I ended up faking it second time around by taking my old retopo, reshaping it in c4d, and shrink wrapping it to SUPER high poly all tris original head. Result works, but details disappear if I use less than 3x sub BEFORE shrink wrapping… which means they need to be baked in… unless I do the whole projection thing again… whcih I’ve already forgotten how to do.
Anyway, here is lowest version of head topo:
And here’s the minimum detail level I’m happy with (baked at 3x sub prior to shrink wrap.). Hair is also high poly, but formed via volume mesher. Not sure how else to preserve the wavy geometry
Speaking of unfortunate, there’s also the very high poly (and tris) shoes and mid-poly arms which were (very poorly) stitched together from scavenged parts.) Both clearly need to be retopo’d, but I’m just out of time. Both work well enough to get by for now when animated, though the poly count on the shoes is clearly not ideal.
At least the body was formed since I read up on animation basics. Shirt, pants, belly separate but slightly overlapping objects:
Problems there just come down to weighting. Because he’s so fat in the middle, hip deformations are tough, but at least I can start out low poly and add sub post rigging for the main body section (shirt, pants, belly).
Because of the issues with mix of high poly objects, I’d been binding the body as one object, all the head elements as another, then the arms and shoes separately.
I know it’s a mess. Just trying to make the most of a bad start and get the animation done ASAP at this point. I’m so far over on time, it now dwarfs all other issues.
More or less happy with overall design, though, and he’s just doing a few goofy dance moves that don’t need to look realistic. Asking about mouth stuff for possible follow up project. Not enough time now, and you’d barely see the mouth moving anyway since it’s all full body shots for dance moves.