I work in 3Ds Max 2k9, and it's getting very time consuming to build a low res mesh using the standard poly tools that are provided.
I downloaded PolyBoost, and it looks extremely powerful. Having watched all the movies, read the documentation, and forum surfed, I still cannot grasp why half of the tools are even useful; and the main purpose was to speed up retopo.
The 'retopo' part of Polyboost doesn't make much sense to me ... I draw a bunch of lines on the high res and it creates polys, cool - but for me, I get terrible results. I could only ever find this useful for terrain work.
I have also looked into other modeling suites just for the sake of retopo - I do a lot of hard edge work so not sure Zbrush would be a great candadit.
In one sentence: Using 3ds max, what's the fastest way to re-topo a lot of hard edge stuff? Is there software designed specifically for re-topo?
Thanks!
Replies
new window pops up.
1. under "draw on" click surface.
2. create a poly plane somewhere (keep selected)
3. top button - "pick" your high poly
4. hit border button under edit.
5. start draging edges of taht created poly onto your high poly.
all the ways to use the border tool are under the like "i" button to the right of the border button.
Most retopo programs let you 'draw' lines on the surface of a reference mesh that got turned into polygons, but this is mostly useless. Better use a border/drag workflow.
Topogun
Zbrush
Silo
3DCoat
Gsculpt
Blender
all have dedicated retopo tools.
It also seems like MeshLab has a retopo plugin, but I ner tried it. Never tried Blender for that either.
There have been several threads that have popped up in this forum over the last few days all asking very different questions about the best way to do things in max.(here and here)..polyboost has come up nearly everytime. It may have a lot of features you don't need (yet) but its worth the investment.
For retopology I wholeheartedly recommend Silo, but you should try a few of the software packages out yourself and see which one suits you best.
As a matter of fact I think there is a great, simple alternative : painting the desired topo using a 3d painting app, the blindly creating that planned out geometry later on.
I would love TG or any other contender to implement a simple black and white polygon painting tool (think pixelated pencil in photoshop) to let the user define the flow. Then the program would understand where intersections have been painted, and create the geometry from them at the push of a button...
As for TopoGun, is that one still in development?
Blender's topo tools aren't too bad either, they remind me of polyboost's.
Personally I prefer planning out topo in Zbrush using poly paint, and going over the lines I've sketched in with the retopo tools.