Hello everyone, As the title says I have a 3D bust sculpt in here I need to retopologize. Whilst there's nothing complicated in it in appearance there is that leaf crown, with very little spaced crevices that makes it an absolute pain to retopo. How would you tackle with this ? Note that the leaves are welded to the head…
I've done this armor as part of a personal project and even though it's not gonna end up anywhere other than my portfolio, I wanted to show some retopology skills as well. This is how I decided to retopologize it The problem is that with all those hard angles I would have to make a lot of hard edges and seams and it…
I resisted getting a retopology tool for awhile, but Topogun 2 swayed me. It's a great piece of software, and it's so much easier than trying to retopologize in Max, imo. Check out this video: http://vimeo.com/19665151
So I have just completed a sketch of an asset in Zbrush. And I want to retopologize it for the High Poly "refining" ,where I will be adding all the details on subdivision layers. (so I am NOT talking about retopologizing a finished high res model so a game engine can run it) Here is the asset (quick and dirty): And so I…
I know how to retopo I was just wondering what subtools should be merged and which ones kept seperate. Researching Zremesher I found imo is great for redoing the topology in the sculpting process but not for retopologizing for animation. However, I could be wrong... maybe I'm missing setting for a perfect animation…
Just when it seemed there weren't any useful updates for game art- Automatic retopology modifier: http://www.blendernation.com/2012/01/04/remesh-modifier-trunked/ Sounds like it dynamically retopologizes on the fly too, i.e. is animatable.
Because these programs are designed with topology editing in mind. They are specific to retopologizing and have more features which really speed you up and make you more efficient. Zbrush's retopology is really slow, awkward and heavy handed by comparison.