Difference between revisions of "ReTopologyModeling"

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(Tutorials: Steve James: Go With the Flow - Part 4)
 
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= Re-Topology Modeling =
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Re-topology means creating a new mesh surface from scratch, that conforms to an existing "messy" 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 "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 Modeling|subdivision surface]].
Re-topology means creating a new mesh surface from scratch, that conforms to an existing "messy" mesh, often created via [[CharacterSculpting|sculpting]]. Messy meaning that it either has too much detail or has a [[Topology|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 Modeling|subdivision surface]].
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= Tutorials =
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* [https://www.youtube.com/watch?v=knuLq4QRF5U Steve James: Go With the Flow - Part 4] - by ''[http://stevejamesart.blogspot.com/ Steve James]''
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** 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.
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* [http://www.brameulaers.net/tutorials/optimisation_workflow_tutorial/optimisation_workflow_tutorial.html Optimisation workflow tutorial] - by ''[http://www.brameulaers.net Bram "Peris" Eulaers]''
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** Using [http://meshlab.sourceforge.net/ Meshlab] to optimize a Mudbox environment sculpt for import into 3ds Max.
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* [http://polycount.com/discussion/70989 Retopo workflow] - a ''[http://boards.polycount.net/ Polycount]'' thread
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** Short discussion of re-topo methods for a ZBrush character model.
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* [http://polycount.com/discussion/71617 Retopology in Maya] - a ''[http://boards.polycount.net/ Polycount]'' thread
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** Longer discussion of re-topo in Maya and other apps, like Topogun.
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* [http://vimeo.com/9673644 ZBrush Decimation Master With HD Sculpting] - by ''[http://vimeo.com/nickz Nick Zuccarello]''
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** In-depth video tutorial with voice-over.
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* [http://vimeo.com/7758537 Resurfacing A Mesh In Maya] - by ''[http://vimeo.com/nickz Nick Zuccarello]''
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** In-depth video tutorial with voice-over.
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* [http://vimeo.com/6764913 Creating Topology in Topogun] - by ''[http://blog.somuchmonsters.com/ Joe "stoofoo" Pikop]''
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** In-depth video tutorial with voice-over.
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* [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]''
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** In-depth video tutorial with voice-over.
  
== Tutorials ==
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= More Information =
* [[Image:ReTopologyModeling$sculpt_eulaersoptimization.png]] <<BR>> [http://www.brameulaers.com/tutorials/optimisation_workflow_tutorial/optimisation_workflow_tutorial.html Optimisation workflow tutorial] - by ''[http://www.brameulaers.com Bram "Peris" Eulaers]''<<BR>>Using [http://meshlab.sourceforge.net/ Meshlab] to optimize a Mudbox environment sculpt for import into 3ds Max.<<BR>><<BR>>
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* [[BaseMesh]]
* [[Image:ReTopologyModeling$sculpt_retopoworkflow.png]] <<BR>> [http://boards.polycount.net/showthread.php?t=70989 Retopo workflow] - a ''[http://boards.polycount.net/ Polycount]'' thread<<BR>>Short discussion of re-topo methods for a ZBrush character model. <<BR>><<BR>>
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* [[Character Modeling]]
* [[Image:ReTopologyModeling$sculpt_retopologyinmaya.png]] <<BR>> [http://boards.polycount.net/showthread.php?t=71617 Retopology in Maya] - a ''[http://boards.polycount.net/ Polycount]'' thread<<BR>>Longer discussion of re-topo in Maya and other apps, like Topogun.<<BR>><<BR>>
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* [[Image:ReTopologyModeling$sculpt_zuccarellodecimation.png]] <<BR>> [http://vimeo.com/9673644 ZBrush Decimation Master With HD Sculpting] - by ''[http://vimeo.com/nickz Nick Zuccarello]''<<BR>>In-depth video tutorial with voice-over.<<BR>><<BR>>
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* [[Image:ReTopologyModeling$sculpt_zuccarelloresurfacing.png]] <<BR>> [http://vimeo.com/7758537 Resurfacing A Mesh In Maya] - by ''[http://vimeo.com/nickz Nick Zuccarello]''<<BR>>In-depth video tutorial with voice-over.<<BR>><<BR>>
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* [[Image:ReTopologyModeling$sculpt_pikoptopogun.png]] <<BR>> [http://vimeo.com/6764913 Creating Topology in Topogun] - by ''[http://blog.somuchmonsters.com/ Joe "stoofoo" Pikop]''<<BR>>In-depth video tutorial with voice-over.<<BR>><<BR>>
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* [[Image:ReTopologyModeling$sculpt_retopoblender.png]] <<BR>> [http://cg.tutsplus.com/tutorials/3d-art/re-topologize-a-game-ready-alien-head-in-blender/ Re-Topologize a Game-Ready Alien Head in Blender] - by ''[http://montagestudio.org/artists/ Jonathan Williamson]''<<BR>>In-depth video tutorial with voice-over.<<BR>><<BR>>
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<!-- ## . [[Image:ReTopologyModeling$sculpt_.png]] <<BR>> [[|Tutorial Name]] - by ''[[|]]''<<BR>>Description.<<BR>><<BR>> -->
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<!-- ## ===== template ===== -->
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== More Information ==
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* [[Category:Tools#A3D_Sculpting_Software|Category:Tools]]
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* [[CharacterSculpting]]
 
* [[CharacterSculpting]]
* [[BaseMesh]]
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* [[Topology]]
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* [[Tools#Re-Topology_Software]]
  
 
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[[Category:CharacterModeling]] [[Category:EnvironmentModeling]]
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[[Category:Character]] [[Category:CharacterModeling]] [[Category:Environment]] [[Category:EnvironmentModeling]] [[Category:Topology]]

Latest revision as of 07:40, 16 March 2017

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

More Information


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