Hello there,
I am new to the 3d game world as I've been doing concept art for years now, and was wondering if anyone could help me out!
What would be the best approach to re-topologizing this model? I'm a bit unsure to how far the normal maps can follow extrusions so I was wondering if I should treat these as basic shapes (like treating the bell as a cylinder) or should I follow the form of the extrusions as best I can?
Also one more question- I've been told to avoid tris except that they don't matter in areas that won't deform? Is this true and can I use tris or should I stick to quads for everything.
Thank you very much!!!
Hope to be part of a new 3D community
Replies
With that in mind, I think the features you've already retopologized over, the features you've highlighted in red and blue, and the features I've highlighted in green, could probably be baked into the normal map:
There are some other misc scratches I've missed that can also be in the normal map, too.
As for triangles, you're correct that they're more a concern for things that move. They can often also result in poles/stars that can result in some strange shading, particularly on curved surfaces. I wouldn't be afraid to try them out and see how it goes.
Still quite a bit new to the process so I'll probably post sometime again soon... thanks again!
I was wondering if anyone could help me wrap my head around how to retopo an object like this that has several parts?
I understand I'm supposed to follow the edge loops around the cylindrical areas but what am I supposed to do with the topology where two different areas meet? How do I go from cylindrical topology to a square topology? I have 10 verts around the cylinder that are trying to connect to 6 verts around the square area.. do I just insert more loops?
Could also anyone point me the right way in retopology guides? What to do/how to deal with different objects/what not to do. I've been trying to find some online but most I find deal with only the head/body.
As always thank you very much!
Note the edge loops that are close together- these are called supporting edge loops, and they help control the ray projection during the baking process.
P.S. If anyone else has great re-topo guides/tutorials they could link I'd be greatly appreciated. Even if it costs a bit of money.
http://wiki.polycount.com/wiki/Topology