Guide: Retopologizing and Baking Complicated Shapes
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12 hours ago

fixed

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12 hours ago

there was a sale price i believe, we'll fix it right away

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Guide: Retopologizing and Baking Complicated Shapes
23 November, 2017
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Tutorial

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"

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Jordan Moss
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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
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George Hulm

This is a pretty ingenious workflow, nice one!

Alexander Weide
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Alexander Weide

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

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