So in an effort to speed up my workflow. I have really started asking this question to myself much more. But I feel I spend more time retopologizing then I do actually making the model. So I ask whats the fastest workflow to retopologize a complex organic model. Also write in to justify why you think its the fastest workflow.
Replies
Aka Topogun in Maya : http://www.froyok.fr/blog/2013-06-maya-froretopo-3-4-a-fast-and-easy-retopology-script
I really liked the vertex based workflow in the first version of topogun (I didn't try topogun 2) but always preferred to work in Maya (since you have access to so much more tools... and obviously UV tools at the same time). So I made my own script/plugin.
Also the idea was to be able to work with only one tool and not having to switch between multiple ones to merge or extrude. This make the tool a bit complicated at first, but very quick to work with in the end.
I know some of my friends prefer the 3D Coat workflow because it's more focused on face creations rather than vertex. Personally I prefer working with vertex as I find it more efficient and practical to control you polycount and flow of polygons.
(It's free, so I'm not selling it, just sharing why I made it. Also it has some bugs, heh.)
I know Max has this function. I would assume Maya would too.
I don't like those custom "retopo" tools with alt, ctrl and shift combinations for actions I already use for modeling like they have made in Max and Maya.
So I voted Wrapit, which unfortunately isn't available anymore.
At the risk of being too general I would argue that fast hardsurface is all about pretopology, not retopology. The fastest way to achieve a good hardsurface HP is to model with procedural functions, not by hand (compared to sculpting a character). Procedural functions work off of more primitive meshes, which can often be converted directly into the lowpoly. The retopo step (highpoly > lowpoly) should be avoided, in favor of a blockout which can be forked into both HP and LP.
I'm not quite sure I agree with this: 3Dcoat has a QuadDraw style function that is ALL about placement of Vertices (or opengl dots) filling in where you want the quads is secondary but this allows experimentation of edgeflow.
also... this is coming right?
Data-Driven Interactive Quadrangulation
https://youtu.be/H8K5CyQB_kc
Wonder who will be the first to implement such a thing. Farsthary on the 3DCoat dev team seems to be all over auto-retop at the moment.
http://3d-coat.com/forum/index.php?showtopic=7912&page=26
Anyone who's thrown a hissy fit because a vertex gets trapped under a mesh will know what I mean. It's next to impossible to retrieve it.
Using a dedicated modelling app like Max, Maya, NVil for me is far more ideal. You get decent retopology tools AND the wealth of modelling functions that come with the package.
For hard surface, I think Amsterdam's got it on the nose. Model your blockout to match from the get-go, Then just turn off your modifier stacks for a good start on the low. I don't think there's anything worse than trying to place vertices by hand onto a geometrically precise object and having it not turn out poorly.
Works like Maya's built in tools but it's much faster and comes with a ton of nice features just what I'm used to. Check out the demo, its worth a try at least. Doesn't work with Maya 2016 yet.
Data-Driven Interactive Quadrangulation =
[ame]https://www.youtube.com/watch?v=H8K5CyQB_kc[/ame]
Though I loved using 3Dcoat for awhile, this certainly ended that retopo relationship with me, and Maya now is the same, but with Maya you have to pop out of Quad Draw and use the normal tools to put the vert back on the surface then re-enter QD. You can get the idea how annoying that is.
I had to revert back to Topogun for now... Modo looks good but I have to find the time to learn it
I've adapted this workflow more into my hard surface work lately. Were as before my blockout/proxy model was pretty basic, I've gotten into the habit of making it as close to what I expect the low poly to be, plus a little bit. It saves a ton of time when it comes to the true low poly.