ReTopologyModeling
From polycount
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
- Steve James: Go With the Flow - Part 4 - by Steve James
- In this 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.
- 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.