Difference between revisions of "ReTopologyModeling"

From polycount
Jump to: navigation, search
(http://polycount.com/discussion/)
(Tutorials: Steve James: Go With the Flow - Part 4)
 
Line 3: Line 3:
  
 
= Tutorials =
 
= Tutorials =
 +
* [https://www.youtube.com/watch?v=knuLq4QRF5U Steve James: Go With the Flow - Part 4] - by ''[http://stevejamesart.blogspot.com/ Steve James]''
 +
** 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.
 
* [http://www.brameulaers.net/tutorials/optimisation_workflow_tutorial/optimisation_workflow_tutorial.html Optimisation workflow tutorial] - by ''[http://www.brameulaers.net Bram "Peris" Eulaers]''
 
* [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.
Line 17: Line 19:
 
* [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]''  
 
* [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]''  
 
** In-depth video tutorial with voice-over.
 
** In-depth video tutorial with voice-over.
 
  
 
= More Information =
 
= More Information =

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


Personal tools
Namespaces

Variants
Actions
Navigation
Tools