Re-Topology Modeling

Re-topology means creating a new mesh surface from scratch, that conforms to an existing "messy" mesh, often created via sculpting. Messy meaning that it either has too much detail or has a topology that's not the best for texturing, shading, or animation. The details from the "messy" mesh are transferred to the new re-topologized mesh by baking a DisplacementMap or NormalMap. The new mesh can either be used directly in-game, or it can be used as the control cage for a subdivision surface.

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CategoryCharacterModeling CategoryEnvironmentModeling

ReTopologyModeling (last edited 2010-08-17 15:41:42 by EricChadwick)