I start with a sculpt, usually using Species base mesh and/or Dynamesh. During 
the process, I used to retopo several times using ZRemesher. Depending on the 
final texture size, ZBrush part is 1 day to 2 weeks. When the ZB model is done, 
I use Decimation master to make a “lightweight” model to work with in XSI or 
Topogun (or both). Retopo takes no more than a day or two. Having the finished 
sculpt, I have a clear understanding what feature need to be modelled, and what 
is enough normalmapped. Also, I have spent a good amount of time thinking only 
on the design, without caring of topology, and other technical caveats. When 
Retopo is done, unfold, and UVLayout is my BFF (another one day usually). When 
the low res mesh is prepared, it’s time for baking. I created an XNromal 
connection between Softimage and xNormal, so I can work on everything in XSI, 
send it to xNormal, and use the baked textures. I make the cage in XSI also. 
Baking is a day, or so. Then comes the texturing part. My fastest character was 
done in 2 days with this technique. I start ALWAYS with the sculpt.



From: [email protected] 
[mailto:[email protected]] On Behalf Of [email protected]
Sent: Monday, March 31, 2014 1:26 PM
To: [email protected]
Subject: Re: March 28, 2014

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<mailto:[email protected]>
Sent: Monday, March 31, 2014 12:09 PM
To: [email protected]<mailto:[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]<mailto:[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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