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Retopology Question

polycounter lvl 6
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kmyung polycounter lvl 6
Hello polycounters- back at you again with another question? How would you approach doing re-btopology for a jacket like this? I am concerned with the open flaps to the side of the jacket, because I don't know how I'm going to get under them to create quads.

Any methods/suggestions to approach that area?

Hope I'm being clear enough and thank you!




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  • FourtyNights
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    FourtyNights polycounter
    You can split your mesh into multiple polygroups in ZBrush, which get identified as separate objects in a third party 3D modeling software, such as Max, Maya or Blender. In the choise of your 3D app, you can hide certain parts out of the way while retopologizing.
  • Alex_J
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    Alex_J grand marshal polycounter
    Like already mentioned, hiding/unhiding would probably be easiest, but there have been a couple times where I have just nudged an area apart so that it can be worked on easily, and then you can nudge it back after. You can use morph targets in zbrush, or blendshapes in maya as well to get back to where you started more easily. 

    It's probably more work than is necessary in this case, but it's something you can do.

    If this was made in Marvelous Designer though, you really go to check out this workflow : 

    https://lesterbanks.com/2016/11/marvelous-designer-uvs-maya/

    It's the best thing ever. I think there is some scripts out there to automate a lot of the process, but it's pretty fast and easy anyhow once you get the hang of it.
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