Retopology Techniques in Maya
Pluralsight
Course Summary
With the advent of the high-resolution sculpting workflow, the modeled assets we create can sometimes be difficult to work with in their native state. Software required: Maya 2014.
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Course Description
With the advent of the high-resolution sculpting workflow, the modeled assets we create can sometimes be difficult to work with in their native state. For this reason, various tools are typically used to create a new, pipeline-friendly topology for the model. There are different methods for creating this geometry and it's important that the method we use be quick, efficient and give us the control we require. In this tutorial, we'll cover the tools in Maya 2014 that make this retopology process go much faster. We'll cover setting up our reference model using the Modeling Toolkit. We'll talk about using Quad Draw to interactively place points and polygons across our model's surface. We'll also cover the Shrink Wrap functionality and talk about edge flow concerns as we create a new mesh for a character model. We'll finish up by looking at the UV process and baking out our color and normal maps to apply to our new, lower resolution mesh. In the end, you'll be able to create optimized meshes out of your own high-resolution sculpts. Software required: Maya 2014.
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Course Syllabus
Introduction and Project Overview- 1m 10s
—Introduction and Project Overview 1m 10sRetopology Techniques in Maya- 1h 9m
—Setting up Reference Geometry 5m 48s
—Using Quad Draw 7m 43s
—Using Shrinkwrap 9m 28s
—Laying out the Edge Flow 7m 59s
—Creating Facial Topology 9m 56s
—Creating a UV Layout 12m 29s
—Mirroring the New Topology 7m 48s
—Baking Maps 7m 56s