

Character Retopology & Animation
In the ImmerX project, we designed an interactive AR/VR character—a mine-themed female character who can respond to the player’s actions. Due to Quest 3’s performance limitations, we needed a low-poly character without compromising the visual quality.
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To optimize performance, I used a retopology workflow:
1. Sculpting the high-poly character in ZBrush.
2. Retopologizing in Maya using the Quad Draw tool, carefully planning edge loops for animation-friendly topology and clean silhouette flow.
3. UV Unwrapping the low-poly model with efficient space usage and minimal stretching.
4. Baking normal, curvature, AO, and height maps in Substance Painter using the high-poly version.
5. Texturing the model with a stylized yet optimized material approach.
6. Rigging and Animating the character for real-time interaction.
7. Testing in Quest 3, ensuring real-time performance and visual fidelity were balanced.
This process successfully reduced the model’s complexity while maintaining its personality and animation quality, allowing smooth real-time performance on mobile AR/VR devices.


Character's performance in Quest3 Headset
1. Sculpting in ZBrush
2. Retopologizing in Maya

Head Retopology




Body Retopology




High Poly & Low Poly Comparasion
3. UV Unwrapping

Body UV Unwrapping
4. Baking in Substance Painter


Substance Painter Screenshots
5. Texturing


Substance Painter Screenshots
6. Rigging and Animating in Maya

7. Testing in Quest 3
