Hash Fellow robcat2075 Posted March 16, 2013 Hash Fellow Share Posted March 16, 2013 Most polygon models have already a topological structure, which is by itself already a good guide for a retopo in A:M... If you like the topology of a polygon model, I'd recommend importing it into a model (instead of as a Prop) and deleting the splines you don't want and leaving just the ones you do want. I have used that subtraction method on polygon models with Quads and that works well. A little bit of spline breaking and reconnecting is needed to make good A:M patches in some places but I think this is faster for this case than remaking the mesh from scratch wit Snap-to-Surface. Quote Link to comment Share on other sites More sharing options...
Heiner Posted March 17, 2013 Share Posted March 17, 2013 Hi, right, thats a cool idea, i did not think of that yet! Thanks for sharing! Regards Heiner Quote Link to comment Share on other sites More sharing options...
ruscular Posted April 1, 2013 Share Posted April 1, 2013 Hi, right, thats a cool idea, i did not think of that yet! Thanks for sharing! Regards Heiner Robcat method isn't always applicable for all models, but maybe a hybrid of his method and partial retopology. For human anatomy I have strip down polygon on legs and arms sectional and retopologize the rest of the body then put them together as one model. Same for importing poser model into section then stripping it down with combine method. It's still a mess to import the whole model with high polygon count. I had the trial version and did this and could not wait till my birthday was coming so I could get the full subscription version! I was impress with this feature. Quote Link to comment Share on other sites More sharing options...
higginsdj Posted April 1, 2013 Share Posted April 1, 2013 It works for "Makehuman" models to - but, depending on the polygon density can be more trouble than it is worth. If you are an adept modeller, Re-topology would be much quicker. Cheers Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted April 1, 2013 Hash Fellow Share Posted April 1, 2013 Some polygon creation tools like MakeHuman have options for exporting different densties. My first gambit would be to choose the lowest setting, it probably has all the important contours in it. Quote Link to comment Share on other sites More sharing options...
Fuchur Posted April 1, 2013 Share Posted April 1, 2013 Some polygon creation tools like MakeHuman have options for exporting different densties. My first gambit would be to choose the lowest setting, it probably has all the important contours in it. Depending on what you got there both are good ways. If you for instance have triangles, Retopology is MUCH easier than getting the stuff right in A:M. If you have a very high polygone-amount it will be better too. If you have a model with good edge loops and quads and at a lower resolution, deleting is very likely the better option (if you are not running into finding normals-waiting times which are just too long). I had very good experiences with Retopology and would recommend it for the given situations and I did the deleting of parts and splines after importing too. Both are valid and nice methodes and it just depends on the case you are in at the moment. See you *Fuchur* Quote Link to comment Share on other sites More sharing options...
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