3D World

Retopology in Video games

Choose your method before you begin

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There are many different approaches to retopology for an in-game asset. One of these approaches is to model a low-resolution mesh with a polycount close to what you want to use in the game. So start your Zbrush model in high-res polygon sculpting, using this as a base (subdivisio­n level 1), but constrain it by a defined topology, so no Zremesher or Dynamesh is allowed on this mesh. This can be a problem, so you need to plan your base mesh to so that there’s polygon detail in some regions of the model, where needed. The other approach is to start with a base mesh without any regard for the topology – just get the scale and proportion­s right, and then work from there to get the high sculpt. After this, do a retopology from the decimated high-res mesh by snapping the polygon on the surface (3ds Max Freeform Tab>extend or use Topogun).

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