Difference between revisions of "ReTopologyModeling"

From polycount
Jump to: navigation, search
(formatting cleanup)
Line 1: Line 1:
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]].
+
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]].
  
  

Revision as of 19:58, 22 January 2015

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


Personal tools
Namespaces

Variants
Actions
Navigation
Tools