Retopo workflow


#1

Hi Blendidas,

I posted this already over at Z brush section.

I am an old Hash Animationmaster user and I try to redo my workflow to get higher quality models, that also can be integrated in the regular professinal workingpipeline (wheras AM patch/spline models are kind of an island solution, that can`t be handled by other apps).

Your video looks very intriguing to me, and also with that spline/bezier shaping a bit similar to Hash patchmodeling, so I want to have a closer look at your tool.

At the moment I am experimenting with following workflow:

Export my Animationmaster Models as .obj to set it up in C4D and then GoZ to Zbrush, where I highpolymodel them further.

Then I will have to retopo somehow and go with x-normal for the maps back to C4D, where I want to animate to either go lowpoly to Unity or make higherpoly model movies within C4D itself.

The advantage would be to just model once (highpoly) and being able to use the models later in different resolutions.

Don`t know, if this make sense to you?

So a missing link in that workflow is a good and easy to use retopo tool.

Since Zbrush`s retopo itself still seems to be a bit tedious at the moment, I am looking at 3dcoat, topogun and your application Bsurfaces v1.5.

Since I don`t know blender yet, maybe you could make your tutorial pdf available someplace to get me a started on your betaversion first, so I can decide, which of these three tools would suit my needs best?

Or do you recommend any other tutorials or have better suggestions?

I will support your project, when I find I can make use of it.

cheers

Jake


#2

Blender comes with an earlier version of Surface Sketching http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Mesh/Surface_Sketch
Blender retopology tutorials http://www.blendercookie.com/?s=retopology


#3

Thanks a lot!


#4

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