![]() Workflow wise I still think this tool will be faster than Max’s built-in tools and faster than TopologiK because this seems to make pretty clean uniform geometry throughout which I can then later tweak rather than having to do manual surface retopology everywhere. Since Maya 2018 we have two new (long awaited) tool to automatically modify topology. I do understand that I may have to make the retopology a little higher poly at first to get high poly in certain areas and lower poly in others. ![]() I just purchased TopologiK, and, while it’s an amazing free form tool, I have a hunch that this tool may be a lot faster. No plugins needed Blender has a great set of tools which are excellent for retopology. Like many others, I am doing low poly retopology meshes for game characters. Throughout Retopology in Blender, we’ll use the default modeling tools. My core comments are below ….Įxtremely excited about this. ![]() But still this tool looks like it can get you to 90% which is better ( probably ? ) than most. The gist of it is that I am aware of the issue that there is no “out of the box super intelligent retopology tool for game characters that require higher density polys in certain areas than others”. Sorry for the redundancy, I posted a similar comment on YouTube and easier to just paste it here. I probably would have gotten better results too if I used the vertex color weighting. With new support for Python 3, new plug-ins from Bifrost and MtoA, there’s a lot to make. Marking the arrival of the USD plug-in for Maya, this release also delivers substantial updates to your favourite animation, rigging, and modeling tools in Maya. The only main thing it is missing, in my opinion, is to project the UVs from the higher mesh to the retopo. Maya 2022 is all about helping artists work more efficiently and collaboratively. And it actually reapplied the smoothing groups and materials in the proper locations with only a couple of errors that were easy to fix. There were a good number of holes for bolts, extrusions, and bridges, and it found them all. With Component Tags, geometry can store named sets of components directly on a shape node. Component Tags and Deformer Falloffs are new ways of defining membership and weighting, as well as seamlessly sharing that data between geometry and deformers. This is the first plugin I’ve ever used that actually kept the edge details when I set it to use smoothing groups and materials. Maya 2022 has several procedural, topology-independent rigging workflows. In 3ds Max I did a test with imported CAD models using nPower Translators, which applies smoothing groups for each trimmed surface. Otherwise, it’s up to talented artists to model those super low resolution triangulated models for mobile use. For hard surface models, most built in optimizers get the count down while keeping the look (but not the quads) for game engines ProOptimizer in 3ds Max for example, which keeps UVs for the most part. Game engines don’t use quads anyways, they triangulate everything, so unless it is skinned there’s no real reason to keep edge flow. You’ll have a hard time finding software that can keep this much detail when creating quads without generating a ton of poles. For low resolution models, it’s not advertised to do that, and I never would expect it to.
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