Hey all,
Got a chance to test out Topogun for a short time today and while I LOVED the ability to see the mesh/net clearly without it being obstructed by the reference model (which is one of my biggest gripes with retopo in polyboost... I really don't like having to do the alt-x see through dance alternating between my high poly reference and low poly mesh in order to see the surface as it's being built)... I did however have a few issues with topogun.
First off, even when I have my frame focused on an individual vertex in topogun, I can only zoom in so far. If I'm working with some more complex surfaces it becomes difficult to build it from so far away (whereas in max 2009/polyboost I can zoom right in as close as I need to the surface).
I also think that the border tool in polyboost is much quicker for creating surfaces than the point point point connect in topogun, even with the "make faces(?)" option enabled.
But like I said before I do love the ability to see the mesh I'm building cleanly displayed on top of the the reference mesh in topogun.
Is there an alternative to these tools that anyone can recommend?
How do most people use topogun? Do you create loose, large polys over the reference and then subdivide? I didn't get a chance to try that method. Is it viable?
Thanks!
Replies
http://www.vimeo.com/7002598
Not sure about the precision issue, I'll test it out tonight.
http://www.youtube.com/profile?user=thepixelhive#g/u
http://www.cgbootcamp.com/tutorials/2009/11/18/topogun-basic-retopology-workflow.html
Thanks!
[ame]http://www.youtube.com/watch?v=d_Ucncf5Afg&feature=player_embedded[/ame]
You should try to email him though to see if he's mind is made up or not. If you can't find any email addresses, just PM me.
Oh and it is made to work with polyboost as much as possible, too.
http://www.scriptspot.com/3ds-max/max-retopo
I never use the x-ray mode because its usually useless.
You can do that but it's not the same. You'd also have to put in a poly select modifier to clear your current selection and then turn 'show end result' on and work with a ghosted wireframe.
The trick is quite simple though, Wrapit clones your highres reference and hides it, then applies a Push modifier on that object and wraps to it. So you basically have two highres objects in the scene, one to look at as reference and an invisible one that you're wrapping to. I'm sure you can replicate this with the free Retopo script as well, but Wrapit gives you a nice UI to work with, too.
Polyboost has the option to apply an offset to the retopo'd model as you're working on it. I usually use a value of 0.1. It makes the your low poly model float a bit above the high poly.