So I'm going to attempt to create a low-poly model of a high-poly work I created a while ago, but I don't know where to begin. I've created low-poly works from high-poly before, just not with actual characters.
To add on, what are your tools for retopo? I've used zBrush in the past for this.
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I am still not convinced by the new wave of auto retopo stuff.
I think thats a even better reason to get more versatile with software, if you are able to use maya, max, mudbox and zbrush being rather capable any company is going to know they can put a piece of even in house software infront of you, or new software comes out, and you should get to grips with it sooner or later, because your fundamentals will be good and you can adapt.
and id argue it just a bit more that you can understand things better when you're going across software boundaries, adaptation is the key to evolution my friend.
Okay I'm out...
I like that its integrated in maya but i found the projection a little off, snapping to surface with an edge loop (like you can in most others) can't be done... but i wish it could be! froretpo could easily be the most convenient one, but it's too much manual work..
Also the high poly mesh doesnt work on reference, so it slows down maya
So I use 3Dsmax graphite tools but WITH the Wrapit Plugin. Without this plugin I would be using 3D coat.
Here's a quick tutorial you might be interested in:
http://pixologic.com/zclassroom/homeroom/lesson/topology/#zremesher
does anyone here actually use zremesher in their professional work character wise?
Thanks for the feedback ! Note that you can project the edge loop after creating it by using the "project geometry" button. I know, it's not automatic, but I didn't found a way yet to make it that way (properly I mean).
Anyway, I will see what I can do.
But I always find that after finishing the new retop model in Zbrush, the model become very small in Max. Because I want to baked it in Max, so I need to resize it all the time. Any ideas why this is happened?
Using 3d-coat when retoping over diffrent object so I don't need to combine the highpoly pieces in blender first.
At the end of the day, the software doesn't really matter, what really does is making sure you build a mesh that retains all the details you want but is also as animation/rigging friendly as possible.
I have done a lot of retopo work in 3D Coat & really enjoyed using it. Found it to be a very stable & reliable option.
Topogun is awesome but I found it to be unstable. It also doesn't have Applink which makes 3D Coat that much more attractive.
I've used zremesher for quick results, usually there a load of spirals to sort out though, but it's great for workflow if not final topology.
Never got on with 3dcoat, topogun or zbrush retopo tools.
I was wondering if the consensus has changed since 2013?
I'm currently using the retop tools in max and I was wondering how 3D Coat and topogun compare now?
Topogun is my go-to.
http://topogun.com/store/buy-topogun.htm
My vote goes to 3dcoat, huzzah.
Besides the immorality and illegality of piracy, as game developers we are software makers and thus we rely on purchasers for our salaries.
no need to join meshes to retopo in blender.