Difference between revisions of "ReTopologyModeling"
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− | [[Category:Character]] [[Category:CharacterModeling]] [[Category:Environment]] [[Category:EnvironmentModeling]] | + | [[Category:Character]] [[Category:CharacterModeling]] [[Category:Environment]] [[Category:EnvironmentModeling]] [[Category:Topology]] |
Revision as of 08:13, 16 March 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
- Optimisation workflow tutorial - by Bram "Peris" Eulaers
- Using Meshlab to optimize a Mudbox environment sculpt for import into 3ds Max.
- Retopo workflow - a Polycount thread
- Short discussion of re-topo methods for a ZBrush character model.
- Retopology in Maya - a Polycount thread
- Longer discussion of re-topo in Maya and other apps, like Topogun.
- ZBrush Decimation Master With HD Sculpting - by Nick Zuccarello
- In-depth video tutorial with voice-over.
- Resurfacing A Mesh In Maya - by Nick Zuccarello
- In-depth video tutorial with voice-over.
- Creating Topology in Topogun - by Joe "stoofoo" Pikop
- In-depth video tutorial with voice-over.
- Re-Topologize a Game-Ready Alien Head in Blender - by Jonathan Williamson
- In-depth video tutorial with voice-over.