Guide: Retopologizing and Baking Complicated Shapes
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This is amazing! Please tell us, What programs where used to create these amazing animations?

I am continuing development on WorldKit as a solo endeavor now. Progress is a bit slower as I've had to take a more moderate approach to development hours. I took a short break following the failure of the commercial launch, and now I have started up again, but I've gone from 90 hour work weeks to around 40 or 50 hour work weeks. See my longer reply on the future of WorldKit here: I am hard at work with research and code, and am not quite ready to start the next fund-raising campaign to open-source, so I've been quiet for a while. I hope to have a video out on the new features in the next few weeks.

Someone please create open source world creator already in C/C++.

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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Jordan MossGeorge HulmAlexander Weide Recent comment authors
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.