“Making of Paragalis – part 1 ” by Marcus Dublin
Step Nine: Retopology / Optimizing the model
All right, now that I’m happy with my high poly mesh it’s time to convert into a low poly model, so where do I start? Well I have a few options available to me in this task and I’ll make sure to give a brief overview of each of them. Up until this point I’ve tried to stay software neutral but looks as though I have to get a bit specific in terms of the functions and workflow. From here on I’ll be going over a few features in both Zbrush 3.1 and 3ds max with Polyboost. So let’s start with option number one.
ZBrush 3.1 retopology workflow:
ZBrush as we know has a cool set of tools and one of them happens to be its ability to build new topology over an imported mesh! Below, the quick start guide pretty much shows how I get up and run when it comes to building new topology in ZBrush. Before I begin there are few things you need to know when you’re just starting out:
– When creating your low poly mesh you can deselect by clicking on the canvas, and when you want to select vertices just click on it.
– To delete a vertex hit “alt” and click on the vertices you want to get rid of.
– To create new edges just click on it, “preferably” in the center of the edge”.
– Make sure to hit “A” regularly preview what your retopologized model will look like.
– If you would like to have open holes in your retopologized mesh then set the “Max Strip length to 3 or 4.
– If you would like to move the vertices you created around, then go into move mode. The “Move” button is right next to the “Draw and Edit” buttons.
Once you’re done editing those vertices you can switch back to draw mode.
1. The first thing I have to do is to import my Mesh into ZBrush as a tool.
2. Once my mesh is loaded I select a zsphere and draw it on the canvas, after that I press the edit button.
3. Then in the rigging tab I select the model that I want to retopologize. When that happens the tool momentarily shares the same space as the ZSphere.
4. After that I click on the topology tab and Hit “Edit Topology”. The mesh is the only thing on the canvas at this point and it turns brick red.
5. Then go into the Transform palette and turn on symmetry
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