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Retopology?
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  • Total Posts: 179
  • Joined: 23 August 2006 08:35 AM

Hey hey guys,
i am currently working on this model (see picture) which is an extraction from Zbrush and i am trying to make it again in Maya with a much lower polycount , now my question is whats the best/quickest way to get this job done?

cheers



http://shadowship.blogspot.com/

http://vimeo.com/22422170

a whoosh and twinkle is better than a sizzle and splat

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  • kiloman
  • Posted: 04 January 2012 12:03 AM

Could I ask why you want it to be lower poly? Usually this kinda stuff would be handled with transparency.



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yes , in certain situations i would use textured transparencey, however i need to have some thickness to the mesh for more sculpting later

Author: tyrellcorp

Replied: 04 January 2012 03:34 AM  
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  • ldunham1
  • Posted: 04 January 2012 04:00 AM

couldn’t you use displacement/normal maps for that though?



Lee Dunham | Character TD
ldunham.blogspot.com

Replies: 1
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been down that route already… however it seems that we are getting away from my previous enquiry..

the above scene are viens covering an alien egg and will be like tubes , if i did just an extrude from the above mesh i will be hitting 1 million verts and the topo isnt very good with the extraction method from zbrush, i am looking for a quicker method to get a retopolgised mesh out of maya using an underlying mesh..

maybe create some curves and some lofting , but that would take considerable time to stich each seperate tube together to match the above mesh.
this idea/concept has been a constant problem in workflows with Zbrush meshes and Maya and after doing considerable research / tests i have yet to come across a sure fire way to get a low poly quad mesh quickly from an extracted shell

Author: tyrellcorp

Replied: 04 January 2012 09:49 AM  
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thought I’d weigh in on this one -
Several years ago I did a model of an arterial stent - very intricate and very specific pattern of positive and negative space.  I ran in to the same issues you do.

My solution was a very simple NURBS cylinder with a transparency map with a bump map - the bump map I blurred a little in Photoshop which gave me nice soft edges around the holes.  I actually used the original mechanical drawing that the pharma company gave me to create the maps. 

I also used the same maps for specularity for obvious reasons. 

The other thing I did was to duplicate the cylinder and leave the two models in the same place. I made them both single sided, with one of them reversed; I used separate lighting for both the inside and the outside.  I’ve uploaded one of the test images for you to see. 

so I don’t want to steer you away from your original question, but the poly count is definitely an issue, and this is a solution that worked extremely well for me in this situation.  Good luck!

Here’s another idea - we’ve been experimenting with software called “3D Coat” which allows you to do exactly what you want - you essentially trace over a high poly model with quads that you can place interactively.  I think the software has a free trial download and it’s not so expensive.  Topogun also does a similar thing.



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yeah man i see what youve done there.. it sort of “fakes” the thickness ..good idea ..

i know about 3dcoat and topogun aswell but i havent used them as much as ZB.. (yet ANOTHER piece of software to learn ) i am currently using zspheres to create the above mesh as a test as this will give me nicer topology, but again the polycount is still relatively high.

i just thought there might have been a way to use curves and snapping to surface to quickly create the same mesh but in tube form.. i like to create very organic meshes which seem to be difficult to make in Maya without using an external package , unless i am missing something?

Author: tyrellcorp

Replied: 06 January 2012 03:29 AM  
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  • seb9d
  • Posted: 06 January 2012 03:49 AM

i would do it like halfstone. best joice in my opinion.

organic modeling in maya is not that hard (you cannot compare this to mudbox or zbrush!) maybe some packages have specialized a little bit more on that but for me it was never necessary to learn modo f.e.

retopo in maya is another story...but on the other hand even if i use topogun a lot it will not be fun retopo a model like this in whatever package exept the autoretopo of 3dcoat will do it. if u want to stay in maya use the “make life” function so u can “draw” your polys on the highres mesh.



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thanks guys..

below is the original mesh redone with zspheres however you cant create closed meshes with this method so i have brought it into maya and i have to spend a considerable amount of time connecting the ends together , unless theres a quicker way?



http://shadowship.blogspot.com/

http://vimeo.com/22422170

a whoosh and twinkle is better than a sizzle and splat

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well i just thought i would post a wip of the mesh i have been working on (as above) doing loads and loads of “bridgeing” took ages by the way, just wish there was a quicker way..!!



http://shadowship.blogspot.com/

http://vimeo.com/22422170

a whoosh and twinkle is better than a sizzle and splat

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To answer the original question, you can use the “Make Object Live” feature to use poly modeling tools that are contrained to the surface.

This essentially allows to you move verts, extrude new faces, etc on the surface of another object.



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  • bca87
  • Posted: 04 May 2012 08:15 PM

My favourite tool for retopology is 3D-Coat



https://www.morebooks.de/store/de...es/isbn/978-3-639-39843-4

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