Difference between revisions of "ReTopologyModeling"

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(Link fix for Eulaers)
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= Tutorials =
 
= Tutorials =
* [http://www.brameulaers.com/tutorials/optimisation_workflow_tutorial/optimisation_workflow_tutorial.html Optimisation workflow tutorial] - by ''[http://www.brameulaers.com Bram "Peris" Eulaers]''
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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]''
 
** Using [http://meshlab.sourceforge.net/ Meshlab] to optimize a Mudbox environment sculpt for import into 3ds Max.
 
** Using [http://meshlab.sourceforge.net/ Meshlab] to optimize a Mudbox environment sculpt for import into 3ds Max.
 
* [http://boards.polycount.net/showthread.php?t=70989 Retopo workflow] - a ''[http://boards.polycount.net/ Polycount]'' thread
 
* [http://boards.polycount.net/showthread.php?t=70989 Retopo workflow] - a ''[http://boards.polycount.net/ Polycount]'' thread

Revision as of 18:01, 28 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.


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