I'm in need for a quick reliable retolopgy solution. I only have limited experience with the technique so I am going to have to learn a solid workflow. I'm using 3dsmax and zbrush in my pipeline. Modo has a pretty good solution I used before but I can't use it for this project.
I hear good things about topogun and 3dcoat. Do they really speed things along or is it more about the artist and less about the tools?
Thanks guys
Replies
Topogun 2.0 is great if you're looking for a cheaper solution, the tools are very comparable.
There's also Wrapit, which uses custom tools in addition to Max's native ones and it's only $50. I'm not as big of a fan of it because it needs to be updated to stay compatible with newer Max versions and it's performance isn't as good as 3Dc or Topogun.
This recent thread could provide more opinions;
http://www.polycount.com/forum/showthread.php?t=78772
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I noticed these videos appear to be nice solid meshes 1 subtool style with no overlapping. Though there is a large chance I could have this totally wrong, as I dont have THAT much experience with 3dcoat
What BeatKitano said otherwise, it's nice to make a base, or for non-animated objects, but otherwise the regular retopology tools are fast enough that I it by hand mostly.
But yeah, 3D-Coat and Topogun are definitely the way to go at the moment, both have their strength and weaknesses, but I think it can objectively be said that they are much more efficient and fast than the stuff available in Max (polyboost/graphite) Maya (with Nex for instance) or Zbrush (masochism).
But it sometimes lacks a little precision (the balls used as points are sometime difficult to manipulate in between finger or instance). Topogun still has my preference for precision.