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Guide: Retopologizing and Baking Complicated Shapes

Check out a nice guide by ‎Daniel Evan Ries to dealing with complex models.

Check out a nice guide to retopologizing and baking complicated shapes from Daniel Evan Ries. The artist was working on a low poly bandana and he had a hard time dealing with tons of wrinkles, so came up with a cool method. Daniel used Maya and xNormal in this case.

The guide was originally published here

Landscape Auto Material is a flexible autopainting material for Unreal Engine 4 Landscape component. When you are drawing the topology of your landscape, proper material layers are drawn automatically!

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Comments 2

  • Jordan Moss

    This seems like a super over complicated way of generating a cloth that matches the original shape. Even a grid layout may be enough for this. The transform attributes trick is the only logical part throughout all of these steps. Using the highpoly and it's UV's is usually more time consuming when working with game res and causes much bigger increase on the production overhead overall.
    It may result in a perceived better match, but really you are causing many more polygons to be lost than to be saved.
    Needless to say, there's a hundred ways to skin a cat, each way may seem better, but they give the same result, some better than others.

    0

    Jordan Moss

    ·7 years ago·
  • Alexander Weide

    use Houdini 16.5 polyreduce which takes care of all of these issues. its working in realtime.

    0

    Alexander Weide

    ·7 years ago·

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