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๐งต Retopology add-ons/plugins and tools for game pipeline
Anonymous at Wed, 16 Feb 2022 18:52:41 UTC No. 882969
I have these video game characters to make and they're around 10k/20k polygons. I'm currently in the learning phase and I'm testing all the softwares possible for my final pipeline. For now I settled with Zbrush, Blender for polymodeling, Maya for rigging and animating, Houdini for VFX and procedural stuff and Unreal for the game engine (I have yet to learn texturing but I'm not there yet)
Anyway, I'm lost when it comes to topology, I can't chose any tool but even worse, I can't chose between all the shitload of addons and tools each software has (Softwrap, Retopoflow, . And I'm not even talking about the dedicated retopo software like topogun.
Anyway, can you people enlighten me on this? Obviously I'm after the tool that'll make the process faster (it doesn't have to be an automatic retopology tool but I want to make every part light as fuck cause I'm solo on this project)
Any recommendations to make? I don't care if they're free or not.
Anonymous at Thu, 17 Feb 2022 23:47:08 UTC No. 883248
Bump
Anonymous at Fri, 18 Feb 2022 00:13:16 UTC No. 883251
>>882969
Retopo is not rocket science, there is no specific retopo tool for game pipeline. Literally the default retopo tools are perfectly fine, paid ones are 95% the same as the default ones.
Anonymous at Fri, 18 Feb 2022 00:18:43 UTC No. 883254
Also, why are you using blender for polymodeling when you already use Maya? Seems like a redundant step. You could streamline your pipeline by going from Zbrush straight to Maya to do polymodeling, retopo, rigging, animating, etc.
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Anonymous at Fri, 18 Feb 2022 14:21:52 UTC No. 883355
>>883251
What about hard surface? Let's say I'm making a detailed piece of X thing in Zbrush? Is there an automatic tool for hard surface?
>>883254
Because Blender is my general tool even tough the first thing I did in the 3D field was rig and animate in Maya.
Honestly I'm thinking about taking out one of these two but I have a hard time chosing. I love Blender for its simplicity and the hard surface modeling in it but I like how well made is Maya when it's coming to animation. So I don't know
Anonymous at Fri, 18 Feb 2022 17:47:17 UTC No. 883387
>>883355
>hard surface
There are no shortcuts, no automated tools. You can maybe get away with zremeshing some parts, but generally its not gonna give you good results. Especially if you need optimized game mesh.
>choosing maya or blender
If you're planning on doing the whole pipeline yourself, then maya is probably the optimal choice.
Anonymous at Sun, 20 Feb 2022 08:08:53 UTC No. 883652
>>882969
Blender poly build or Maya quad draw - just turn your brain off and get to work, there are no shortcuts. At best you might be able to speed up some parts with specific tools, but in the end it's still going to take long and be boring as shit.
Anonymous at Sun, 20 Feb 2022 11:26:22 UTC No. 883668
underappreciated https://github.com/sakana3/PolyQuil
Anonymous at Sun, 20 Feb 2022 11:48:44 UTC No. 883672
You'll want to use a program called Wrap 3D. Its not working from CGP, so, you'll probably have to get a job xD
Anonymous at Tue, 22 Feb 2022 23:45:14 UTC No. 884148
>>882969
Use quad draw in maya
Anonymous at Tue, 22 Feb 2022 23:47:31 UTC No. 884149
>>882969
Once you hav a good tops base mesh
Use wrap3d to project to yr mesh
Anonymous at Wed, 23 Feb 2022 02:01:40 UTC No. 884165
>>883672
You fucking retard again....
Wrap 3D is on CGP and it is actually NOT an retopo tool in a strict sense.
Stop recommending stuff that you don't know shit about.
>>882969
OP use Maya quadraw for retopo. You don't need addons, Maya's tools are simple but streamlined and production proven, Blenders tools are not as good and Retopoflow is slow and buggy.