Guide: Retopologizing and Baking Complicated Shapes
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This is beautiful, great work. Would love to walk around in this city

by MSG
9 hours ago

Wow, I am 22 years and self thought still trying to be a good artist, I am using blender in a country where no one cares. Thanks a lot for this inspiring article. I am not as good as this, you are very good.

by Netraraj Pun
16 hours ago

Awesome. Really great tips for beginners like me to start working correctly.

Guide: Retopologizing and Baking Complicated Shapes
23 November, 2017

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


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3 Comments on "Guide: Retopologizing and Baking Complicated Shapes"

Jordan Moss
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,… Read more »
George Hulm
George Hulm

This is a pretty ingenious workflow, nice one!

Alexander Weide
Alexander Weide

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