I'm making a model of an Elite from Halo, and it needs Retopo now. I manually retopo a LOT, but its still a pain for me. I'm asking your guys' input on how you might go about it consistently and efficiently.
The model has many parts, and will still have up to ~40k of detail in the low poly. Many parts are overlapping/intersecting/obscuring other parts.
What I was thinking was taking it into 3Dcoat as one obj, with the parts all spread out. Like armor, and undersuit, and skin components all 'standing' side by side. Is there a better approach? In any way?
Retopo always ends up with me clicking about 100,000,000 times and running into just as many technical bugs and mishaps and frankly i always feel like I am going about it the wrong way. Even if you all have no specific advice to improve what I am doing, if you could tell me how you, or some of the pros might go about a model like this, that would be wonderful.
thanks in advance for any help!
Replies
I have, and enjoy working low-high as well, but i often find i have more difficulty executing on creative ideas and forms when box modelling, as apposed to sculpting. Unfortunately, High-low comes with this downside, that I am still trying to master. Not necessarily to out myself as a slow retopo-er, but in my experience, my sculpts take me 8 solid hours on a good day. I would expect myself to take WAY longer on this one.
I too would be curious to know what one of those 3D gods who make outrageously complicated models on the regular thinks about during their approach to retopo. I know there is no way they struggle like i do, but maybe its only a matter of persistence and experience (and little things like the hotkeys)