Monday, August 22, 2011

Retopology - Maya or Topogun

TOPOGUN
Some great free videos and tutorials from CGBOOTCAMP at:
http://www.cgbootcamp.com/tutorials/category/topogun

Great tutorial/explanation on Bad Geometry (Maya):
http://www.3dbuzz.com/vbforum/showthread.php?157746-Tutorial-Bad-Geometry-%96-How-to-find-and-fix-it


*Tips if you come FROM ZBRUSH. Depending on your model, it may have lot of subtools and lot of polys. Try to decimate your model in Zbrush, so its not that high on millions of poly / OR lower the SDIV in Z then export as obj. Topogun (as Maya) cannot handle millions of polys like Zbrush, so have something in a range that is manageable.
Export .obj a couple of ways:
Under Decimation Master - Export (make sure all your subtools are visible) - this will create all 1 meshed .obj file fom all the decimated subtools.
OR
Under Subtool Master - Export. Chosse settings and export - it WILL export all your subtools separately.
OR
click on the subtool you want to export (in Tools Menu on top under Save as) - Export.
*Tip - if you need to merge a couple of subtools - make those visible, click Merge Visible - it will make a NEW subtool with merged ones.


TOPOGUN
Import your hirez object/model into TG. File - Load reference.
Importing multiple obj's in Topogun:
-in Zbrush merge the part without merging verts and then export it as a obj. The obj will store the multiple object when exporting and in topogun each polygroup will be assign to a group.
-in Maya - select all parts of model and Export Selection.
In TopoGun:
you can "load a reference" .obj that contains multiple objects (called groups) and toggle object (group) display off/on independently for retopo. (On top area of TG there is a button "group" - click it and a menu will pop up showing all different subtools).

IMPOT/EXPORT:
Exporting the newly created rtopo ->> File - Save scene as - choose the extention .obj when saving the scene.
Importing back the retopo to TG ->> File - Load Scene - choose .obj retopo


Tools Menu:
Simple Edit - use to make selections, marquee, etc. (HOT KEY - with Right CLick you change between SimpleEdit and SimpleCreate tools). Left Mouse - selects - choose in Tool  Options: by verticles, edges, faces, or all of them.

SimpleCreate - put down vertices, edges on top of your reference. Click somewhere in the reference it creates a starting point/vert. SHIFT - splits edges (or ads a vert)
When you turn on "Make Faces" feature - it makes auto faces when clicking.

Draw - a topology brush that you draw topo you want
Bridge - to bridge edge loops

Left-Mouse button to lay down ac ouple of vertices, it creates edges between them -
CTRL - connecting something
SHIFT - splitting something


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SUBD - button on top - makes an "adaptive skin" or shows a preview of your smoothed retopo mesh.
Subdivision Parameters - you can change the settings for seeing SubDiv in TG. If you have Project turned on, you can also see (depending on Levels) - the projected skin from the reference onto your new mesh.
You can save the Subdivision mesh and export .obj for sculpting further. From Subdivision Parameters - choose desired SubD Levels, MOD or ZTL, the Subdivision ->> Save.
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NURBS

Making a NURBS tube shape out of 2 curves
Go to an orthographic view (side or front), it's easier to work on orthographic with curves.
Use the CV curve tool (or EP curve tool) to make a curve. Create a NURBS Circle, no matter where. Select the circle, holding SHIFT select the curve. (SURFACE MENU) Choose Surfaces - Extrude. For options, pick Tube, At Path, Component, and Profile Normal. Choose Extrude.
After that, you can select the circle and scale the circle to see that the path will follow.
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Now converting NURBS to Poly
In the menu Modify > Convert> Chose Nurbs to Poly Option Box>>
The images shows MY options that I prefer when converting Nurbs objects to Polygons.
-Quads, General, U type / Number U (are the number of edges that are going to be created on the U axis), V type / Number V (are the number of edges that are going to be created in the V axis).
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