View Full Version : Topology question
Hibernatus 03-20-2010, 09:27 AM Lets say I model a base mesh in my host package with proper topo and then sculpt it in something like zbrush. Is my good topology going to be preserved no matter what or I can't deviate from the base mesh too much without losing it?
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Maybe ask there -> http://forums.cgsociety.org/forumdisplay.php?f=25
Hibernatus
03-20-2010, 07:15 PM
Sorry, didn't realize there was a modeling section. Can my thread be moved there?
ezekiel66
03-22-2010, 01:57 PM
I'm not really sure what you mean exactly. You will not "lose" your topology if you don't use the remesh function, how would this happen?
The topology only defines the geometry's vertices' relation to each other (can you chain two possessives together? :surprised), which, simplified, boils down to edge connections. So you're worried about your edgeflow. When sculpting, you don't change these relations, instead all you're doing is changing the individual vertices position. When you subdivide, you are changing the topology, strictly speaking, but conforming to your original edgeflow, so nothing to worry about there.
:beer:
Hibernatus
03-22-2010, 09:13 PM
So does this mean that if I were to create base meshes with good edge flow and then sculpt them in zbrush, I would never have to retopo them for animation (as long as the mesh is not too dense)?
Well that depends. Say you created a dense edgeflow around the should region so the shoulder and arm would deform nicely. Then in ZBrush you sculpt all those vertices so that the resulting mesh doesn't have the edgeloops in the region that would deform anymore. That wouldn't really work. But then, usually you'd simply use ZBrush to create a high resolution displacement or normal map, and not use the sculpted polymesh.
Hibernatus
03-22-2010, 09:41 PM
Makes sense. So which workflow do you prefer, start out with a good base mesh, or retopo later? It seems like retopo would be more efficient and less limiting creatively since you can do a lot more in a sculpting program without having to worry about edge flows.
I honestly couldn't give you advice there since I don't really have experience with sculpting, especially in relation to animation. Maybe someone who has done something like that can tune in and give you advice.
Sizzle
03-23-2010, 12:26 AM
Makes sense. So which workflow do you prefer, start out with a good base mesh, or retopo later? It seems like retopo would be more efficient and less limiting creatively since you can do a lot more in a sculpting program without having to worry about edge flows.
While both are viable, I have seen most experts just retopo later, as one doesn't have to worry about technical stuff and just sculpt.
Hibernatus
03-23-2010, 01:27 AM
Thanks guys. Can anyone give me a ballpark figure of poly count on a main character retopo model for today's film work (District 9, Terminator Salvation). I know this will vary greatly from project to project, but is there an approx. limit? Are normal maps used a lot or is it mostly true geometry?
Ralle
03-23-2010, 07:56 AM
As far as I know, you won't render the actual high poly model, instead you are using displacement maps. The reason why you want to keep your retopo mesh as low as possible while it deformes right is, that it makes uv mapping, skinning and animation easier.
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