this works like a charm http://scriptspot.com/3ds-max/max-retopo it uses some kind of volume normal projection (quadtree / voxel stuff or so) and therefore allows you to do even complex stuff that loops around objects and then for example simply slide it.
Ok so I wondering after completing a high poly model in max, what is your work flow for creating the low poly around it. If their are any plugins or tools to help in this process I'm all ears because I'm still poly modeling around the high poly by hand moving every vert, and it seems like there would be some tools out…
Doesnt Max2010 comes with something like that max-retopo plugin? I remenber watching a vid on how to use it, before max2010 came out, but I never really used it.
@Peris: in max I believe not,- also not with the bolyboost aka graphite tools in max2010. You always have to define a base mesh on which you want to project. Silo on the other hand (if I am not mistaken) simply projects on anything that is frozen or locked. Silo is a great tool for retopo jobs but their instance…
hm what i dislike nmost on retopo in max is, that i can't render the viewport in passes, i want the retopo to be rendered in front of the highpoly, see through sucks for that and faces that clip through the surface do too
Hello , sorry if I introduce myself into this thread , but I have seen one a tutorial from Gnomon I think where a guy modelled a high detail mesh and after used a plugin that allowed to draw directly on the mesh the vertex and poligons it was a plugin for maya , does something like this exhist also for max?
just use the xRay mode (alt + x) for the highpoly and a 60+% self illuminating material with a slight opacity for the low poly and then work in faces+wire mode. By default I agree you often cant see what matters at all because it all gets clipped away, but with the xRay mode (in max 2009 you have to disable properties by…
well it depends on the complexity of the model , if you have a too dense model to import to max to build your lowpoly , just grab subd lvl 1 or 0 and use that as the start, for characters its practically the same, either you reimport level 0 or 1 ( assuming you made the basemesh with good topology ) or you retopo on any…
dunno if i'm hijacking the thread, but I wonder if there is a nice way to retopo a mesh made out of multiple instanced meshes. I've been building some environment pieces out of lots of instanced high poly bricks and trims etc, to keep performance nice while working with several million triangles in max, but can't find a…