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Learn how to retopology question

polycounter lvl 14
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NAIMA polycounter lvl 14
Hello ... I have found this tutorial but I am not sure if is good for what I want to make ...

https://vimeo.com/3413474

in the tutorial says to pick a mesh , but what I want to retopology ( for making a lower poly model mesh ) a whole set of subtools that are all already at max resolution and I can't merge into one single object ...

Do you have any other tutorial perhaps to suggest?

My goal is to learn retopology in zbrush to create a low poly mesh using not only symetry but also asymetrical parts to create a low poly base to use as "game model" and after reproject on this newly made mesh the normals in xnormal ....

hopw was clear ...

here is the high poly model I want to retopology ...

http://img27.imageshack.us/img27/4064/53590786.jpg

Replies

  • cryrid
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    cryrid interpolator
    Insert a zsphere as a subtool and edit the topology without binding it to a mesh. It will use all of the subtools as its guide, although you wont be able to use the skin-projection and will have to use the Project All method to transfer the sculpted detail afterwards.


    Alternatively, you could try and decimate everything and merge it into a single tool.
  • NAIMA
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    NAIMA polycounter lvl 14
    Ok I squite hard to manouver , Iwas trying topogun , how can Ido to import into topogun several high detail pieces?
  • Neox
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    Neox grand marshal polycounter
    foro retopo you don't need all details, you don't retopo pores, you create animatable topology, so just merge or import your level 2 or 3 meshes for retopo.
  • cryrid
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    cryrid interpolator
    Bingo. Export a medium res mesh for that; all you really need is something that covers the overall form and silhouette. If you used dynamesh and dont really have lower subdivision levels, dynamesh a clone at a lower resolution, or run it through decimation master.
  • NAIMA
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    NAIMA polycounter lvl 14
    Yeh thats actually what I did in the end I halved the res and deleted all the parts upper , so I coudl merge all into one block and send to topogun ... now I am trying my hands at it and seems goind smooth but I made a new post on topology for edgeloops and the like guidelines to follow :) ...
  • gray
    probably the best way to get a good understanding of topology for deforming geometry is try and set up some simple joint rigs in maya or max and deform stuff yourself. try to make a few shoulders and deform them then you can see where you need geometry and where you don't. until you do that its kind of hard to understand.
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