View Full Version : Retopo G - Retopology Tool For Maya

04 April 2011, 10:39 AM (

Retopo G makes re-topology, the process of rebuilding mesh over an existing sculpture, simple in Maya. What makes Retopo G so efficient is the Context Sensitive polygon building creation. This means almost any task can be done with the g (repeat) key.

The goal of Retopo G is to create a fast re-topology tool that works directly inside of maya, does not require a plugin, and does not interrupt your standard modeling tools. Other benefits include a combination of surface tools to create the cleanest mesh possible, credits to the creators of for AORelaxverts, and fitVertices. Also, unlike other re-topology solutions, it is very easy to switch between multiple objects to retopo.

More Information Here (
Feel free to email me regarding this tool as well. My contact information can be found on my webpage above.

Let me know what you think.

04 April 2011, 12:05 PM
looking great! but why posting that if it's not to share or sale? just to tease us :) that's not really nice my friend ;)

great job I like it! and it's certainly something missing in maya so keep it up and keep us inform if you release it one day.

04 April 2011, 04:33 PM
I know, sorry about that. We'll just say for now this is a preview ;).

I need to figure out what to do with it. My two options are either selling it publicly, or keep it private to me and possibly future studios I work at. It's not that I'm opposed to releasing it eventually, far from it. I really would like to give back to the Maya community that has done so much for me. The problem is, I'm graduating this semester. Having a private tool like this could help me on the job hunt and give me a little security.

I guess you could say I'm presenting it now just to see what happens. I want to get a feel for the demand from both personal users and studios.

04 April 2011, 06:14 PM
Sell it on CreativeCrash, with a downsized or basic version for free. You'll still be able to use it obviously, get credit from your peers for making it, and the added credibility would carry over to any job interested as well. No reason not to share it though - you'd make a little cheese on the side and get your name out there to the professionals as well!

04 April 2011, 06:57 PM
There is a possibility that I will end up doing that after I sit on it for a little. I'm pretty busy right now with other things anyways. It would take some more work to setup the licencing and working out small kinks, so don't hold your breath waiting just yet.

04 April 2011, 01:01 AM
I think that I rather have to agree with TheMatt after watching your video. This is the kind of thing you want to make available ASAP to the public, and as quick as you can. Maya is built upon hundreds of wonderful free scripts and expressions which many users just share freely. Not saying your hard work shouldn't have a reward - just saying that many other hundreds of people do the same amount of hard work and dump it right back into the community. spPaint3D, FileTextureManager, and many other scripts that add efficiency and new workflow enhancements to Maya.

Basically, it's not the kind of script you want to show off and then not make available for people to use. If you were writing a standalone app such as Topogun or Roadkill, that would be understandable. But I think you kinda do yourself a disservice by developing this tool and then showing it off, but hoarding it for whatever reasons and not making it available to the user base. Not that I don't respect your reasons, mind you. But a quick browse through CreativeCrash will show you just how many scripts of great usefulness and power are already present in the community.

04 April 2011, 03:42 AM
Maya is built upon hundreds of wonderful free scripts and expressions which many users just share freely. Not saying your hard work shouldn't have a reward - just saying that many other hundreds of people do the same amount of hard work and dump it right back into the community. spPaint3D, FileTextureManager, and many other scripts that add efficiency and new workflow enhancements to Maya.
Absolutely, the scripting community is part of what makes Maya what it is. And it's not like I haven't contributed to that before, I released my MaterialMatte script after all and it turned out DJX was able to create a stronger tool because of it. The difference is while that tool has a very practical purpose, it isn't nearly as common of a task as retopology.

Look at NEX, TopoGun, Wrapit... they all cost money. Doesn't matter if they are a separate application or not (it's better for it being inside the main 3D app anyways). There is clearly a money value on retopo tools right now, especially for Maya users, but if I released this for free that all could change.

I guess what I am getting to is there is a difference between what I'm doing here and the good majority of free scripts on Creative Crash. I am creating a new workflow in Maya that behaves like a separate tool. You could argue scripts like spPaint3D and FileTextureManager do that as well, but they are the exception. Power to them for releasing their work for free when people would clearly pay for them. That however does not mean I have an obligation to do so as well.

For comparison sake, not every Rigging specialist releases their scripts for free, or even to the public. For Example (, sure a lot of people would love this guy if the script was freely available, but it's not hard to understand why it is not. Definitely not at all fair to say he is hoarding it to himself. My current situation is not entirely different.

04 April 2011, 07:07 AM
That was a plentiful and powerful explanation for sure, and I hope you don't feel like I was naysaying you or sending any negativity your way. I myself suck at scripting, and can only share ideas and workflows to the community really, so I try to be helpful here and not too obnoxious!

Honestly, I'd love to use your tool. It'd be worth a bit of money to me, although it would be for personal use on my end to help detail my Mudbox projects, personal projects. I'm sure professionals in that area would also enjoy using it, and save lots of time doing so from inside Maya directly!

04 April 2011, 07:40 AM
Oh no not at all, but thank you for clarifying. I definitely respect your opinion. I totaly get where you are coming from because I have felt the same many times before. In particular when studios demonstrate their Maya tools without any intention of releasing them publicly. Or getting a taste of some custom studio tools at my internship last summer.

Realistically I am lucky I wrote this without being on a company's dime. There's a good chance had I wrote this for a studio, a public release would not be an option.

04 April 2011, 08:07 AM
Super cool. Sell it. Make moo-lah. But give us a free copy first! :)

04 April 2011, 12:41 PM
I guess what infernal darkness is saying is totally true, first of all there is no tool such as this for now, it's a good time for you to sell it now, don't give it for free, jsut sell it for says 30$ for exemple. Why I think it is positive to do that now.
1:there is no tool like it right now and a market for it.
2: you'll add credibility if your tool is used in production
3: it will show your skill to company and there will be more inclined to hire you, you'll make a lot of good contact.
4: a bit of money is always good to take :)

why you shouldn't wait.
1: probably somebody will also sell or give one for free soon or later.
2:you'll miss on some easy money
3: you won't make a name for yourself
4: you'll have regret not helping ton's of people with there abonimous maya modeling workflow and it will hunt you till the rest of your life :)


04 April 2011, 01:43 PM
At my company, we want a solid, reliable, supported tool far more than something medeocre for free.

04 April 2011, 02:59 PM
Absolutely, and like I mentioned earlier there are still a couple kinks I still need to work out. Nothing major, but they are noticeable.

Also, I've got one or two more additions I want to try out that, trust me, if they work out, will be worth a little longer wait. :)

05 May 2011, 11:32 PM
Thought it was time to give a small update to show I'm still alive and working on this (when I can). I have added an awful lot since the video and have plenty more planned. Here is just one new feature I believe you'll find an improvement over former methods:

Again, be patient, it is still very much under development.

05 May 2011, 12:24 AM
I have to do a bit of retopo here and there every year. Sometimes its game models... sometimes its hi res sculpts needing better polyflow. I mainly use 3D coat for this process. I am very interested in a native maya solution though. Keeping an eye on this thread. :D

07 July 2011, 07:02 AM (

The closed Beta testing has begun! Understand however, I need to keep the number of testers to a manageable amount for me. That means until I can comfortably support more, it will be fairly selective. Your odds will be better if you have professional experience and work/live closer to me (LA). I had to divide it up somehow and unfortunately that's how it has to be. :shrug:

Send your Beta Request to to:

07 July 2011, 03:30 PM
Please, when you send me your requests, include information on where you work and a link to your portfolio! If you have already sent me a request, please get back to me with the information. It will save me lots of time having to look everyone up.

Also, the tool is currently only comparable with Maya 2011 and Maya 2012 on Windows. Mac OS support may be possible in the future, but all that depends on if I can get some serious time working in the OS. There are licencing issues with Mac, and a few other big Mac OS specific bugs that more or less are inconsistencies across platforms in Maya.

07 July 2011, 12:51 AM
Hello again, I work at Digital Domain but we mainly work in Linux. We have around 200-300 maya licenses here running in linux. If there is a possible linux version know that when DD buys licenses that it is very lucrative.

We purchased many vray licenses for use in linux. ;)

Just a thought and a hopeful wish. Thanks. :)

07 July 2011, 04:38 PM
Hi PerfectLine, Linux is definitely something I would like to support, but working out some of the overall bugs is a higher priority currently. Of course I would love to have DD involved, but the Beta is definitely a ways off from being ready for widespread use like that :D.

I actually have yet to test it on Linux, so for all I know it could work. I've added it to my to do list ;).

07 July 2011, 07:42 PM
ya, it's a shame Maya isn't easier to set up in Linux - every time I try and create a virtual machine with Maya in it, I just give up. If there was a distro that came Maya-ready with all the necessary parts in place, I'd test my scripts there too.

07 July 2011, 01:06 AM
Let me know if you need any help setting it up. I mainly run it in Fedora 13, and here at DD in Debian or centOS. It wasn't too difficult. The main challenge is getting the nVidia drivers running properly then setting up the needed dependencies like libx.

Linux is the only place I can avoid bloatware in the new windows and mac systems. Not that it matters much since these new computers have enough ram to run it all. Still. I like a rugged dedicated task computer. Though, like you said. Linux still needs to be a notch or two more install friendly.

07 July 2011, 08:10 AM
Good news! I spent some time this weekend getting Maya set up on Linux. You all were not kidding, it is a rather difficult install, especially because I decided to go with Ubuntu which is not officially supported.

Now for even better news, RetopoG ran perfectly without any sort of tweaking/re-compiling necessary. Better still, Linux actually has less bugs.

Anyways a little off topic but I am completely blown away by Maya on Linux, and Linux in general. Installing stuff can be a pain, but the pay off, so far seems to be worth it. I have yet to test out any rendering benchmarks on it, but should I expect to see any notable improvements? Assuming I can get all the other tools I need working in Linux, I am seriously considering making the switch.

11 November 2011, 05:01 AM
Just wanted to give a quick update. Yes I am still working hard on RetopoG. In fact today I just had a big breakthrough. RetopoG will support Viewport 2.0 with 2012! That is not to say there won't be a few drawbacks, but the performance boost you'll see with high poly models will be a good trade off.

Second, I am also throwing around the possibility of RetopoG turning into a suite of tools. Not commiting to the idea yet, but if it does happen the plan is to keep the price range in the same ballpark. Check out my new Tech Reel on my website ( if you want to see it all in action.

11 November 2011, 08:03 AM
Second, I am also throwing around the possibility of RetopoG turning into a suite of tools. Not commiting to the idea yet, but if it does happen the plan is to keep the price range in the same ballpark. Check out my new Tech Reel on my website ( if you want to see it all in action.

Commit, my friend! "Go big or go home", as they say here in Seattle. There are plenty of people interested in your tools and having a nice suit really can do nothing but benefit all. Maybe don't look at it as a full time income or job replacement, but there's no reason not to proceed if you have the time. There's certainly a market for your tools, so move forward!

11 November 2011, 04:17 PM
I'll have an official announcement in the future the closer I get to the release. :)

I will say though, I want to make sure this is a great value. In addition to being competitively priced, adding in a second tool would be a great way to achieve that. That and managing licences for two separate tools sounds like a nightmare to me.

12 December 2011, 03:37 PM

Made a large amount of progress over the past two weeks. Beta V2, also includes my other tool Motion Trail Manager as well.

See the updated documentation ( for information on the many new features. From here on out I will only be addressing minor bugs and stability issues. That and working out everything related to selling the product.

Also, you can see another demonstration here with my Tech Reel: (
(RetopoG is slightly out of date in this video)

Thank you everyone for your support and patience, happy holidays!

01 January 2012, 08:57 PM
Wanted to update everyone on where RetopoG currently stands. First the good news. It is nearly complete! Aside from a minor bug here or there, most have been worked out over the past week. You could say it only needs the final coat of polish.

As for the bad news, yes, is currently down. My hopes were to release RetopoG by the end of the month, unfortunately having to now find and switch to a new webserver has slowed down progress on the web end :argh:. Also, while it is great news for me, I got a job. I'm in the middle of preparing for a move and will likely need some time to settle and adjust. Inevitably it will be pushed back a little further, but assuming life doesn't throw any curve-balls, it is well on track for a release in the near future.

01 January 2012, 07:39 PM
Well I am very interested still. Quite a few people here at DD will probably love this and find it very useful. We are doing some retopo right now for a project.

I'll let them know its almost ready. Linux even. Cool. We went from running debian (ubuntu is debian based) to centOS which is fedora/red hat based, which runs maya better anyways.

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