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This is the basic retopo section in 3D Coat |
Here some basic 3D Coat tutorials
The tools I would mainly use for retopo in 3D Coat are;
Points & Faces - This allows you to quickly place dots, which then turn into verts and create faces
Quads - This is a more reliable way to force faces and locks to pre-existing geometry and dots
Brush - With this you can move geometry and relax areas (relax makes everything look more pro)
Delete - Obviously for deleting stuff as I change the topology & loops
Add/Split - Often used with delete to fix areas and get a decent line flow
Stokes - Not as reliable as I want so didn't use much - seemed awkward to fine tune, but god for making loops
The tools I would mainly use for retopo in 3D Coat are;
Points & Faces - This allows you to quickly place dots, which then turn into verts and create faces
Quads - This is a more reliable way to force faces and locks to pre-existing geometry and dots
Brush - With this you can move geometry and relax areas (relax makes everything look more pro)
Delete - Obviously for deleting stuff as I change the topology & loops
Add/Split - Often used with delete to fix areas and get a decent line flow
Stokes - Not as reliable as I want so didn't use much - seemed awkward to fine tune, but god for making loops
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Comparing the 3D Coat retopo & Z Remesh |
The Zremesher function in Zbrush is excellent - I mainly use it for working on the fly and managing the polys better. In the above example I didn't even bother making guide-lines of paint its density. On the whole it is always better to manually do this for important meshes.
After retopology. I use 3DS Max to "STL Check" and tweak/fix the geometry. I think the reason I do this is that I am comfortable with 3DS Max and it is more, er "sophisticated".
Another great feature in Zbrush is its projection... It can push my new low-poly mesh tightly into the form of my original mesh. After that you can sub divide the new mesh and project the details too - Lubbely-jubbly.
I spent a lot more time than I originally thought it would take to retopo the armour. I'm actually quite happy with the results, which have retained much of its details and forms. I would hope this for current generation - One way my model falls short though is that it currently is a single mesh. Ideally each element would be a complete part, like the pauldrons and plates of the mail. I could go further into it and complete each of these, but due to limitations I think I will do my best to finish quickly.
Today I was trying to find the original Unreal Character template which had a mesh and rig - It's not in my FMP project folder as far as I can see hehe. Ideally I should put all the parts into a single folder and get the bugga rigged & in UDK (which may be harder and more complicated than I like)
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