ReTopologyModeling

= 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.

Tutorials

 * [[Image:ReTopologyModeling$sculpt_eulaersoptimization.png]] <> Optimisation workflow tutorial - by Bram "Peris" Eulaers<>Using Meshlab to optimize a Mudbox environment sculpt for import into 3ds Max.<><>
 * [[Image:ReTopologyModeling$sculpt_retopoworkflow.png]] <> Retopo workflow - a Polycount thread<>Short discussion of re-topo methods for a ZBrush character model. <><>
 * [[Image:ReTopologyModeling$sculpt_retopologyinmaya.png]] <> Retopology in Maya - a Polycount thread<>Longer discussion of re-topo in Maya and other apps, like Topogun.<><>
 * [[Image:ReTopologyModeling$sculpt_zuccarellodecimation.png]] <> ZBrush Decimation Master With HD Sculpting - by Nick Zuccarello<>In-depth video tutorial with voice-over.<><>
 * [[Image:ReTopologyModeling$sculpt_zuccarelloresurfacing.png]] <<BR>> Resurfacing A Mesh In Maya - by Nick Zuccarello<<BR>>In-depth video tutorial with voice-over.<<BR>><<BR>>
 * [[Image:ReTopologyModeling$sculpt_pikoptopogun.png]] <<BR>> Creating Topology in Topogun - by Joe "stoofoo" Pikop<<BR>>In-depth video tutorial with voice-over.<<BR>><<BR>>
 * [[Image:ReTopologyModeling$sculpt_retopoblender.png]] <<BR>> Re-Topologize a Game-Ready Alien Head in Blender - by Jonathan Williamson<<BR>>In-depth video tutorial with voice-over.<<BR>><<BR>>

More Information

 * CharacterSculpting
 * BaseMesh
 * BaseMesh