Yes i realy need more then this. Devil is in details as always.
1. How to hide points that are behind the mesh. Example here: You see face is partly retopo done but now when i have points also from other side of head and i am looking mesh from front i see thro the front also ponts that are other side of head. That causes problems as when i am trying to connect vertexes some times they try to connect dots other side of the hyead. This creates chaotic mess. + that is older version houdini retopo.
I am trying to understand what software is easiest to use to create retopo BUT not to loose any quality and same time make retopo as painless and faast as possible. Also trying to understand why to use zremesh at all on dynamesh model (as i understand zremesh is crapier version of retopo) why not just take dynamesh to retopo tool and then retopo it? Is retopo only reason to make model poly flow to support animation? (quads?) If model is not going to be animated do i need to create topo with quads? Mari can take in only OBJ-s that have UV-s and as i understand i need good topo to create UV-s
Is decimation master only reason to reduce the polycount ammount? Retopo reson is to make topology that supports animation? Retopo reason is to reduce polycount? If yes then why to use zremesher at all or decimation master as retopo reduces model polycount anyway? Only reason to retopo with quads is animation reasons?
Replies
https://www.youtube.com/watch?v=0yssikB4l2s
Devil is in details as always.
1. How to hide points that are behind the mesh.
Example here:
You see face is partly retopo done but now when i have points also from other side of head and i am looking mesh from front i see thro the front also ponts that are other side of head. That causes problems as when i am trying to connect vertexes some times they try to connect dots other side of the hyead.
This creates chaotic mess.
+ that is older version houdini retopo.
What is your actual question here ?
1 • What is the most efficient way to do retopo tasks in Houdini, because you absolutely have to use Houdini for that task ? Or,
2 • What are the most efficient way to do retopo, period ?
Also trying to understand why to use zremesh at all on dynamesh model (as i understand zremesh is crapier version of retopo) why not just take dynamesh to retopo tool and then retopo it?
Is retopo only reason to make model poly flow to support animation? (quads?)
If model is not going to be animated do i need to create topo with quads?
Mari can take in only OBJ-s that have UV-s and as i understand i need good topo to create UV-s
Is decimation master only reason to reduce the polycount ammount?
Retopo reson is to make topology that supports animation?
Retopo reason is to reduce polycount? If yes then why to use zremesher at all or decimation master as retopo reduces model polycount anyway?
Only reason to retopo with quads is animation reasons?