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[Blender] retopology of this shoe, how should I go the laces etc??

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oraeles77 polycounter lvl 7
Here is a high poly shoe Im retopologizing...



I'm not too sure how to do the lace area of the shoe

so which sort of geometry would you recommend?

i put 2 examples below...  an easy one of or a hard one. which would you do?





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  • Octo
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    Octo polycounter lvl 18
    If the target is highpoly go with 2, for baking to lowpoly, example 1.
  • oraeles77
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    oraeles77 polycounter lvl 7
    Octo said:
    If the target is highpoly go with 2, for baking to lowpoly, example 1.
    well i already have highpoly model, so im going for low poly model.
  • Alex_J
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    Alex_J grand marshal polycounter
    unless you need a super realistic up close shot of this shoe, just put a basic grid of topo over it and bake down onto that. No need for separate laces.

    But don't guess at things. Make a quick retopo, unwrap, and do a test bake to make sure its going to work how you need. Better to figure out the kinks before you dump a ton of time into it.
  • oraeles77
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    oraeles77 polycounter lvl 7
    unless you need a super realistic up close shot of this shoe, just put a basic grid of topo over it and bake down onto that. No need for separate laces.

    But don't guess at things. Make a quick retopo, unwrap, and do a test bake to make sure its going to work how you need. Better to figure out the kinks before you dump a ton of time into it.
    ok. thanks.
  • Mark Dygert
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    That kind of detail can be handled pretty well by a normal map so the quad patches would probably be preferable. You really don't need to make a nightmare of the topology to support those types of detail unless you're going to get up pretty close and view it from odd angles.

    It's important to keep the viewers perspective in mind, if this is for commercial and the shoe is the focal point, the chances of you needing that supporting geometry is pretty good. if its for a game, shoes probably aren't that important and most of the time a camera is going to be pretty far away form a characters shoe. But all of that info plays into how much and what kind of topo you need.
  • oraeles77
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    oraeles77 polycounter lvl 7
    That kind of detail can be handled pretty well by a normal map so the quad patches would probably be preferable. You really don't need to make a nightmare of the topology to support those types of detail unless you're going to get up pretty close and view it from odd angles.

    It's important to keep the viewers perspective in mind, if this is for commercial and the shoe is the focal point, the chances of you needing that supporting geometry is pretty good. if its for a game, shoes probably aren't that important and most of the time a camera is going to be pretty far away form a characters shoe. But all of that info plays into how much and what kind of topo you need.
    its for a game. Im going to do the normal map using the original photos in that Substance-2-mateiral thing which came bundled with Substance Designer.
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