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<?xml version="1.0"?>
<api>
  <query-continue>
    <allpages gapcontinue="Reference" />
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  <query>
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      <page pageid="425" ns="0" title="ReTopologyModeling">
        <revisions>
          <rev contentformat="text/x-wiki" contentmodel="wikitext" xml:space="preserve">Re-topology means creating a new mesh surface from scratch, that conforms to an existing &quot;messy&quot; mesh, often created via [[CharacterSculpting|sculpting]]. Messy meaning that it either has too much detail or has a [[:Category:Topology|topology]] that's not the best for texturing, shading, or animation. The details from the &quot;messy&quot; 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 Modeling|subdivision surface]].


= Tutorials =
* [https://www.youtube.com/watch?v=knuLq4QRF5U Steve James: Go With the Flow - Part 4] - by ''[http://stevejamesart.blogspot.com/ Steve James]''
** In this [http://ZClassroom.com ZClassroom] video, Steve James goes over how to group parts of the character to create better polygon flow with ZRemesher and also shows the brushes he frequently uses to create his characters.
* [http://www.brameulaers.net/tutorials/optimisation_workflow_tutorial/optimisation_workflow_tutorial.html Optimisation workflow tutorial] - by ''[http://www.brameulaers.net Bram &quot;Peris&quot; Eulaers]''
** Using [http://meshlab.sourceforge.net/ Meshlab] to optimize a Mudbox environment sculpt for import into 3ds Max.
* [http://polycount.com/discussion/70989 Retopo workflow] - a ''[http://boards.polycount.net/ Polycount]'' thread
** Short discussion of re-topo methods for a ZBrush character model.
* [http://polycount.com/discussion/71617 Retopology in Maya] - a ''[http://boards.polycount.net/ Polycount]'' thread
** Longer discussion of re-topo in Maya and other apps, like Topogun.
* [http://vimeo.com/9673644 ZBrush Decimation Master With HD Sculpting] - by ''[http://vimeo.com/nickz Nick Zuccarello]''
** In-depth video tutorial with voice-over.
* [http://vimeo.com/7758537 Resurfacing A Mesh In Maya] - by ''[http://vimeo.com/nickz Nick Zuccarello]'' 
** In-depth video tutorial with voice-over.
* [http://vimeo.com/6764913 Creating Topology in Topogun] - by ''[http://blog.somuchmonsters.com/ Joe &quot;stoofoo&quot; Pikop]'' 
** In-depth video tutorial with voice-over.
* [http://cg.tutsplus.com/tutorials/3d-art/re-topologize-a-game-ready-alien-head-in-blender/ Re-Topologize a Game-Ready Alien Head in Blender] - by ''[http://montagestudio.org/artists/ Jonathan Williamson]'' 
** In-depth video tutorial with voice-over.

= More Information =
* [[BaseMesh]]
* [[Character Modeling]]
* [[CharacterSculpting]]
* [[Topology]]
* [[Tools#Re-Topology_Software]]

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[[Category:Character]] [[Category:CharacterModeling]] [[Category:Environment]] [[Category:EnvironmentModeling]] [[Category:Topology]]</rev>
        </revisions>
      </page>
      <page pageid="418" ns="0" title="RealTime">
        <revisions>
          <rev contentformat="text/x-wiki" contentmodel="wikitext" xml:space="preserve">Real-time is when events happen at a rate consistent with events in the outside world. 

Specifically for game artists, if the [[:Category:GameEngines|game engine]] renders a scene at a slow rate, the illusion of movement can be lost. To retain an interactive, immersive experience, the engine must react to your input and present you with new updated images immediately. If you are getting smooth feedback, it is real-time. [[FPS|Frames per second]] is the measurement of how fast the frames are being rendered. 

The engine must perform many complex operations, and the effect of that effort is the amount of time needed to draw each frame. By necessity, we must take shortcuts in the image quality to speed up the rendering. However, no single image remains visible for very long. If you carefully choose speedup techniques so that the errors are small, then they will not be noticed during the moment when the picture is visible.
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[[Category:Glossary]][[Category:Rendering]]</rev>
        </revisions>
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</api>