Hi,
As much fun as it is pushing vertices around to conform your low poly mesh to high poly, sometimes I find myself missing for a tool that would do it for me. Any suggestions?
I found
this and it looks pretty promising based on the web page - and reasonably priced too - any experiences using it? Alternatives?
Thanks!
Replies
http://www.scriptspot.com/3ds-max/scripts/max-retopo
If you have a few bucks to spend, this is pretty good...
http://www.thepixelhive.com/wrapit
Call me impatient, but I already went for wrap-it (the same you mentioned). I tried the free one earlier today - it looks promising, but it gave me some errors, so I tough, sod it, I can invest a few euros to get this to work.
Well, just a beginner's mistake obviously, must see all of those videos and practice a little more.
It's not totally automatic, but it gives you pretty good starting point for the low poly mesh. I find that the relax is a bit more useful, if you first lock the vertices you don't want to relax - If you do it for the whole thing, it won't stick to the hipoly - at least I haven't managed to make it do that.
@Ruz,
Do you use decimation master to get a starting point for the low poly mesh? I've tried that approach a couple of times, but I find the resulting topology pretty messy.
At the very least I will make sure the lowest level matches the silhoutte of the higher pretty closer, using 'cage' as a start
I will use the level 3 to retopo over.
I think if I was doing say rocks I would use decimation master. the main reason for me using it for characters is so I can use it decimate to a level where I can bake my normal maps in max.
I'm just shaping my workflow, as I'm new to ZBrush. I'm guessing my biggest mistake is using too dense meshes to start with (when I get from Max to ZBrush), thus forcing unnecessary rework when it's time to do the in-game version.
I just reworked a piece of cloth, that I simulated in Max and took to ZBrush for refining - since the simulated mesh was already pretty dense, I had to do the game mesh from scratch - bad idea - it took 2 days! Without "Wrap it!" I would be still doing it.
Oh well, practice makes perfect
Best thing about wrapit is that you can use any of your usual max modeling methods and it will constrain to the surface. It's definitely a neat tool. Well worth the cost if you have a bunch of retopo to do.