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View Full Version : Other retopo solutiona?


Mrpearlzildjian
06-20-2009, 02:10 AM
I was wondering if there were any applications out there for retopoligizing with a much more user friendly interface. I have become increasingly aggravated and fed up with ZBrush's retopo tools, and am looking for a much better solution. I've heard of Topogun and others like that, just trying to see what the big dogs here use. Thanks.

MRico
06-20-2009, 02:34 AM
I use 3ds Max + Polyboost, although I think the new version of 3ds max has them integrated.

NiGHTS2o06
06-20-2009, 04:31 AM
Polyboost for 3D Max. All you have to do is create a plane that lays over your high poly mesh and then use the border extrude to build your low poly mesh.

Can't recommend it enough.

cookepuss
06-20-2009, 12:26 PM
I think that the general assumption can't be made that everybody uses the same 3D app.

Mrpearlzildjian, based on his DW entry, is a Maya user. While I myself am a Cinema4D user, I know that many Maya artists are fond of the Nex plugin, which costs ~$170. Other users here will be quick to point out that, for a similar price (give or take) you could also get 3D-Coat.

My suggestion, Mrpearlzildjian, is that you check out both.

Nex 1.5: http://draster.com/nex-1.5/
3D-Coat v3: http://3d-coat.com/video_tutorial.html

Watch that retopology tutorial for 3DC right on that page. It's really impressive how much he does with so little effort.

Frump
06-20-2009, 04:50 PM
As a fellow Maya user I suggest you use something other than Nex. I've used it in the past and it wasn't worth the money. It was good, but specifically for retopology, it lacks features that current alternatives have. Especially when other packages have similar scripts and plugins free or for much cheaper.

I used zbrush last time I did retopo and now I'm waiting for a mini-comp so that I can have a chance to work more in Max and learn better how to use it.

Marcus Dublin
06-21-2009, 10:41 PM
Topogun for me has quickly replaced any and all other retopo solutions. The software even in it's current state feels very intuitive and polished, I couldn't go back to Zbrush or polyboost once I started using it.

I would recommend visiting the forum (Topogun Forum (http://www.topogun.com/forum/index.php?sid=f573312f3a81cce0c0e9e85736d6b423)) to try and get access to the ongoing beta.

Cunipshun
06-21-2009, 11:23 PM
i didnt get the beta now i HAVE to wait to buy it:cry:
i tried to get it months ago i kno they've turned me down by now

Gen-an
06-29-2009, 02:49 PM
The max-retopo script for Max is pretty sweet (http://www.scriptspot.com/3ds-max/max-retopo) You can move several vertices at the same time and it will be conformed to the highpoly mesh as will any edgeloops you insert. You can check the videos on the site to get a better idea what it can do.

Zensored
08-05-2009, 11:18 AM
I use Topogun and Blender for Retopo (now mostly Blender because it is my main 3D application)

the good things about the Retopo in Blender is that you donīt have to switch the programms anymore (just if you only use Blender^^)
and Blender is free of cost.

the bad thing about Retopo in Blender is the paint function ( i donīt like it in Blender)

for Painting the Topology I use Topogun

bad things about Topogun
it is a beta so I donīt know how much you will have to pay for it
you have to switch your data (i donīt like it so much to import export my Data so often)

good things about Topogun
it can handle more Polygons than Blender on my Pc
you can create nice Normal- AO maps
high learn curve
good Topology paint feature

In my opinion i would say that topogun is the best solution for a fast learn curve.

I made a videotutorial with the "traditional" way of retopologing meshs (like poly by poly)
made in Topogun
http://www.free3dtutorials.com/projects/3d-max/making-of-lowpoly-legs-from-a-highpoly-version.php