I’ve tried a few retopology tools, and my personal preference is simply doing 
it in XSI.  I’m not saying its the best, but factoring in my ‘muscle memory’ 
and general familiarity , I can work pretty much as fast as I can make 
decisions. 
(but yes, as Raff says, you’ll want to decimate the mesh to work with as it 
gets slow on really High Poly meshes and/or cut up the mesh into chunks to work 
with ,such as head, hands etc and not try it all in one go)



From: Raffaele Fragapane 
Sent: Monday, March 31, 2014 12:09 PM
To: [email protected] 
Subject: Re: March 28, 2014

3Dcoat has a great set of tools for retopo, ZBrush not really if you want 
precise control, it's clunky at best. The retopo it has IS brilliant, but for 
sculpting purposes (redistributing detail, especially now that reprojecting is 
solid). 

I love Topogun, but it's kind of dead software. It's dirt cheap, so you can 
always pick it up, license it to a usb network card (so you get a dongle, it 
relies on mac address), and bleed it dry while it lasts, it's a pleasure to 
use, but don't expect updates.

Maya 2015 might actually be kind-of-OKish for retopo with the work done to 
integrate NEX more and to be able to have GPU caches as live (snappable 
surfaces in maya). XSI is still better than OK but if the source to retopo is 
extremely HR it will choke, so you might need to produce interim meshes (say, 
decimated) to retopo before reprojecting if you use it.
Live snappng through wrapping isn't fast enough over a multi-mill polymesh.




On Mon, Mar 31, 2014 at 10:04 PM, Martin Yara <[email protected]> wrote:


  - Retopo
  I've heard good things about ZB and 3D Coat retopo tools but haven't use 
them.  I've never used Topogun either but I've heard that that was the standard 
a few years ago. Is still topogun the best tool for this?

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