Hey there,
So I've got a sculpt done in ZBrush for the character I'm working on and it's now time for the retopo.
I've never done a full character before, and therefore never attempted retopo before.
So I've fired up Topogun, imported my mesh, and now I'm just drawing polys out while retaining a decent loop flow, and erm... that's it.
Is it really just a case of drawing out polys? Or am I missing the point?
Sounds like a dumb question but it's kinda easy mode compared to building the original mesh.
Would iut be a good idea to follow a guide for face topology?
Thanks
Replies
thats the point! no one stops you from doing it the "old" way, you could even start unwrapping without, pelt, relax etc. no one will stop you from that
the thing is, you can concentrate on shapes before you concentrate on topology, shape is what counts way more in the creation phase, having a given topology will always move you into certain boundaries, which will force you to retopo anyways if you want to breack out
Don't get me wrong, I understand the visual importance of good form in the concept/base stages, I just meant in regards to the technical side of retopo.
As I'm still a beginner, a lot of things I learn prove to be a challenge technically, whereas using Topogun, it was a pleasant surprise knowing I could focus on the job at hand without getting stuck due to the limitations of my technical ability.
here is something cool for joints if you are just starting. I am on the same boat I heard when making the lowpoly is the silhouette that is very important as well.
What's your guys speed, so i'm 1500 TPH, i know theres alot of other factors in the model itself that will affect retopo speed...
I spoke too soon, and seem to have hit a wall in my retopo.
Couple of things,
Firstly, can Topogun do symmetry? (I'm gonna Google this now, but thought I'd ask here while we're on the subject)
And secondly, could anyon direct me to a good shot of a head wireframe that I can aim to work towards? I'm shooting for about 3k tris on the head.
Thanks
I've just seen 3D Coat, it looks like it's got a slightly better retopo toolset than Topogun, anyone recommend it over Topogun?
Thanks Zac, I will go get the demo!
anyway for the xth time - I can really recommend this script if you are working with 3dsmax
http://www.scriptspot.com/3ds-max/scripts/max-retopo
Sorry yeah I did search after posting and saw a few people mention that script, I downloaded it and it's indeed awesome.
Wrapit also looks rather amazing, unfortunately though I don't think I warrant a Beta invite just yet so will have to wait for release.
Thanks again.
Main tools that I use are Points & Faces (similar to NEX Plugin for Maya) / strokes (splines) / Brush (soft selection, smoothing vertices)
amongst many others...
If you can handle the 3d Cult then you're in for a treat
Polyboost/graphite modeling tools also has a draw poly feature that lets you target a mesh and draw quad strips over the surface.
After trying the script RenderHJS mentioned I think I'm gona stick with that. I just finished retopologizing my character and used a combination of Topogun for the head and the Max script for the body and although it took me a little while, I definitely found it comfortable.
I may check out 3D Coat when I have time as it certainly looks awesome.
Thanks again