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File: Screenshot_1.png (733 KB, 1001x1018)
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how do you retopo properly?
is this good retopo?
i tried /3/
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>>673813
image didnt upload aight
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you're all over the place my man, this will be a nightmare to rig and animate, which is supposed to be the main point of retopo.

Try to work around muscle groups and really think about how things are going to actually move.
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>>673862
>this will be a nightmare to rig and animate, which is supposed to be the main point of retopo.
no it isnt lol? especially for the head the only thing animated would be the neck. the rest you can easily shape with the sculpting tools for face morphs and then just bone rig the simple motions. why do morons like you think wireframes are limited to certain ways in order to animate, like are you literally brain dead?
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>>673866
>>673862
furthermore you can tell this model has isoline mode on so it means its subdivided which means what youre seeing is not the actual wireframe. the actual wireframe is the one in OP's its all quads.
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>>673866
>>673867
10/10 bait, best I've seen in a long time
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>>673862
>which is supposed to be the main point of retopo
and to elaborate on this, the main point of retopology is not this, the main point of it is to create a new wireframe for specific needs like if u needed to make a low poly version or if you needed to bring down the poly count in general. you can do that or just actually use zremesher or some kind of automated process to do this for you already.
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>>673868
give me proof of you needed to have a perfect wireframe to animate properly lmao, ops head is fine its all quads what fucking more do you want.
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>>673870
based and redpilled tris-poster
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>>673862
>you're all over the place, this will be a nightmare to rig and animate!!

>place a bone on the neck and top of the head
>create viseme and facial expression blendshapes

At most, you would notice some pinching where those 5 edges intersect in a couple of places. It's not perfect, but it's far from a disaster where you have to reconsider your whole life story based on how muscles move around your jaw.
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>>673913
This.

Besides, you can finish the character then do some test animations and tweak accordingly. It also depends what kind of work the model will be used for. I see shit cg animation on TV commercials constantly.
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>>673870
Maybe it's just me but female bodies just look so fucking weird when they don't have a big throbbing cock erecting from their crotch.
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>>673919
Take a break from the computer and go outside.
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I know its not perfect, What i attempted here was to have a varying amount of detail where the eye/nose/mouth areas have very dense polygons and the rest is not as dense. is this a good approach? is following the "tried and tested" edge flow the only way? I feel like it would have been easier to just follow the standard edge flow guides. Thank you for the input fellow t3apots, but i have another question

can this be unwrapped without causing a brain anneurism? How does one unwrap without causing massive edge tension? whats the best software?

i sculpted and retopod this in blender btw.
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>>673870
>perfect wireframe
It doesn't need to be perfect but you should put in a little bit of effort like come on dude

threads like this are why this board isn't taken seriously
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>>673975
>a guy didn't do what I wanted him to, ergo, this board isn't taken seriously
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>>673870
an employer sees this wire frame will 100% not hire you
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>>674708
Twitter doesn't care about that.
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>>673870

I want to fuck that mesh
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>>673870
You mind sharing where this mesh is from? My friend needs it for research purposes.
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>>674713
>>674723
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i have the same problem i can only model stuff if the geometry is subdivided a lot like OPs pic
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>>674723
I believe its sakuramochi (さくらもち) on twitter
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>>674728
Liked!
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>>674728
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>>673814
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>>673870
>>674728
This guy again proves that if your 3D package is not shit(everything other than DonutMaker™) or picky you can have non-autistic geo that still renders super nice. Take that, 3D assburgers!
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>>674775
>non-autistic geo
>every single tris perfectly placed where it'd add detail while avoiding shading/subd errors
Literally the epitome of geometric autism. I don't get why you retards keep using sakuramochi's work as an example of "lol quads is a meme you can put tris anywhere!" when really it's more of such a high understanding of topology that you can outwit the common pratfalls of tris.
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>>674801
only a brainlet like you would assume its about tris which it doesnt, hes against using them if u read his posts. the whole reason he shows them is to actually see whats dense and to change the direction of the edge. if you were to remove that edge the mesh would look normal.
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>>674801
found the brainlet
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>>674812
>>674803
samefag
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>>674876
Nope
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>>673810
You could be using less mesh and still get the same detail. It would animate fine, but it's not very efficient and might quadruple your render time.
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>>673810
I'd say it's a good retopo, all quads, edgeloops wrapping nicely, I'm hoping you didn't apply the turbo smooth/subd/ hypernurbs/whateverthefuck modifier though, did you?
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>>673870
>The amount if tri's and just bad topology
I would laugh in your face if I saw this in an interview.



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