Friday 11 April 2014

Different Methods of Retopology

As I have been progressing through my final year and compiling my work I have been struggling with the methods of retopology and how many different ways there are of achieving the same goal using the two pieces of software. Below are a few videos I have found and i have decided to show you them as they are the better retopology techniques I have found. The second video is also the technique I have decided I am going to use as I am not 100% sure on how to use the mudbox software and I am more confident with 3dsmax. This combined with the rapidly decreasing time frame left to complete this project I believe would help me greatly whilst still achieving the goal I set myself at the start of the year. Also I believe that finding the quickest and easiest technique for myself whilst still achieving my goal is also good practice as potential employers could see I have tried different techniques and found one that works with me. I believe finding the easiest and quickest technique for the individual person, to achieve your goal is a great thing, as long as the quality doesn't diminish. As you are completing your work quickly and efficiently, this gives you the ability to move onto other tasks quicker.

https://www.youtube.com/watch?v=ybiHIUWPZnc - this is just a quick short a sweat example of what can be done using baking on a simple ball model and giving it the appearance of a dent using the higher poly as a material, all within in 3dsmax. This video also explains everything you need to no with a step by step walk through on how to bake the models using projection mapping from start to end product.

https://www.youtube.com/watch?v=zBW2RQr4fNk - within this video we are shown a different technique to create lower poly models from higher poly models using a retopology tool within mudbox. This video also shows a step by step walk through from exporting the model from 3dsmax into mudbox to the final end product. This technique is great for retopologizing but not great for animation as the user has no control over the deformations and the lower poly models topology. However,  this technique would be suited to my specific model as it is not being animated but would not be suited for in game moving models or characters, but could be used for decorative pieces in game as to not strain the game engine. As I mentioned earlier for the purpose of my model i will use this technique as i am familiar with the tools and useability of 3dsmax and can add final details with mudbox, which will mean i can utilize some of the techniques I have researched, then utilize the retopologize tool, giving me the lower poly model from my higher poly model instead of my original plan of making a low poly as well as a high poly model. This technique is also adhering to my plan as I stated I wanted to make my model as close to the industry standard practices as possible which I believe for a decorative game piece this would be adhering to the industry practices and standards.

https://www.youtube.com/watch?v=frPuPNA0daY - this final video for this post is a very high quality look at normal mapping, baking normals and much, much more information on a lot of other aspects of retopology and other useful techniques. These aspects of modelling I am not confident with so will be a great help combined with the other videos I have found as he goes into a lot of detail and walks the viewer from start to finish again, much like the videos above but in more detail and explains many techniques within 3dsmax whereas the above videos are more single technique specific.

I hope you like this post and more will follow soon.