пятница, 1 февраля 2013 г.

ретопология в topogun

I’ve been using this software for a couple of days now since they’ve released the OS X beta and I have to say, it’s very good. In fact, it’s down right amazing how quickly you can lay down rows of polygons, extend edges and split polys. You can also quickly create rows of polylines and patch them with polys with a simple left-click and drag! You can see some great video examples of the toolset on the . TopoGun makes light work of retopology and at a price of $100.00 for a single-user license, it’s an unbeatable deal!

Retopology is the process of rebuilding the topology to better suite the natural contours of the object you’re trying to create. This also helps to obtain the best results when sculpting hi-res details with the intention of exporting a displacement or normal map. I recently started to check out , which a standalone program to easily and quickly rebuild the topology for a hi-res mesh exported from Mudbox or ZBrush.

4. When sculpting hi-res details in programs like Mudbox or ZBrush, you will find that you may need to re-work the topology (retopology) to get the best results on the sculpt.

3. With game content, the polygon count and topology needs to be as streamlined as possible. Basically, the same as number 2.

2. To control poly count on areas of the model that don’t need much resolution. For example, the eyes, nose and mouth areas of a mesh need to have more resolution than the top or back of the head. By planning out the topology, you can be sure that detail in terms of polygons is placed where it needs to be and not wasted.

Recently, I’ve been diving into some topo work. Topology is the way in which the polygons that make up your mesh are arranged. For your models, you’ll want to make sure that you have a clean topology in which the polygon flow follows the contours of the surface you’re trying to create. For instance, if you’re working on a character, you’ll want to make sure that you have adequate edge loops around the eyes and mouth areas. Also, you want to make sure that you have polygons flowing around the jaw outline. There are 4 main reasons for this workflow.

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Re-topology: modo and TopoGun « The 3D Ninja

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