Difference between revisions of "ReTopologyModeling"
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Revision as of 09:58, 3 August 2012
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
- File:ReTopologyModeling$sculpt eulaersoptimization.png <
> Optimisation workflow tutorial - by Bram "Peris" Eulaers<
>Using Meshlab to optimize a Mudbox environment sculpt for import into 3ds Max.<
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> - File:ReTopologyModeling$sculpt retopoworkflow.png <
> Retopo workflow - a Polycount thread<
>Short discussion of re-topo methods for a ZBrush character model. <
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> - File:ReTopologyModeling$sculpt retopologyinmaya.png <
> Retopology in Maya - a Polycount thread<
>Longer discussion of re-topo in Maya and other apps, like Topogun.<
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> - File:ReTopologyModeling$sculpt zuccarellodecimation.png <
> ZBrush Decimation Master With HD Sculpting - by Nick Zuccarello<
>In-depth video tutorial with voice-over.<
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> - File:ReTopologyModeling$sculpt zuccarelloresurfacing.png <
> Resurfacing A Mesh In Maya - by Nick Zuccarello<
>In-depth video tutorial with voice-over.<
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> - File:ReTopologyModeling$sculpt pikoptopogun.png <
> Creating Topology in Topogun - by Joe "stoofoo" Pikop<
>In-depth video tutorial with voice-over.<
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> - File:ReTopologyModeling$sculpt retopoblender.png <
> Re-Topologize a Game-Ready Alien Head in Blender - by Jonathan Williamson<
>In-depth video tutorial with voice-over.<
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>