Home Technical Talk

Retopo? question

Binxx
polycounter lvl 9
Offline / Send Message
Binxx polycounter lvl 9
Hey guys I'm working on a character and was retopologizing it, however i keep getting the feeling that I'm doing something wrong.
Weather its size or its vertex's or its vertex locations. How do you get perfect retopology?
Or in short, what are the priorities of retopologizing your model?

Is it trying to make all quads, and making the squares all the same size?

Is it line follows form?

Spacing?

I keep getting second thoughts when i work on retopologizing it, and i have a feeling it slowing down my work flow.

I keep having the feeling I'm putting in too many vertexes

retopo.jpg

Here's WIP on retopo, hopefully u guys can explain it to me better.
Thanks in advance!

Replies

  • Eric Chadwick
    Options
    Offline / Send Message
    There is no perfect topology, your tradeoffs depend on what you want to do with the re-topo'd model. If you're going out to an animated game model, you'll want loops that support deformation, edges that support where you want to put your UV seams, etc.

    More here.
    http://wiki.polycount.net/CategoryModeling
  • Ruz
    Options
    Offline / Send Message
    Ruz polycount lvl 666
    I would say that you just add enough detail to capture the forms from the high res, I think you
    are headed in the right direction with the body, head topo looks a bit odd, but its hard to see unless you post a close up.
    I am currently working on this
    topo1.jpg
    far from perfect, has a bunch of tris in it, but I am just trying to get a more detailed
    level 1 mesh here, capturing more of the silhouette

    BTW I am really digging zbrush retopo, very intuitive
  • cw
    Options
    Offline / Send Message
    cw polycounter lvl 17
    looks tasty ruz, <goes away to study quietly> :)
Sign In or Register to comment.