TopoLogiK – New Retopology Tool For 3DS Max
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Latest comments
by Nils Arenz
7 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

by Anthony Thomas Gaines
10 hours ago

Is this not like gear VR or anything else

by Starkemis
12 hours ago

Thank you!

TopoLogiK – New Retopology Tool For 3DS Max
9 October, 2018
News

KinematicLab has revealed TopoLogiK, a new retopology tool for 3DS Max that brings a “more procedural, parametric and efficient approach”. The website presents a huge list of features, many of which are similar to the ones from tools like Blender and Topogun. Let’s check out its possibilities. 

Features:

  • Stripes 
    • Paint Stripe.
    • Move Bezier knots.
    • Change bezier Knots count while keeping the curve.
    • Change Stripe subdivs.
    • Taper Ends.
    • Snap on other edges.
    • Auto adapt width.
    • Edit custom Edge ring like a Stripe.
    • Brush Radius.
  • Surface
    • Paint Surface.
    • Move Bezier knots.
    • Change bezier Knots count while keeping the curves.
    • Change Surface width and height subdivs.
    • Continue surface after surface.
    • Can extend an Edge selection.
    • Brush Radius.
  • Create Face
    • Create new face from nothing, edge, vertex or corner.
    • Auto snap/weld to the closest vertex or edge.
    • Select and extend edge loop.
    • Move vertex.
    • Delete Face.
  • Branch
    • Paint Branches.
    • Move end points.
    • Change width and height subdivs.
    • Twist and rotate.
    • Continue branch after branch.
    • Extend open branches.
  • Bridge
    • Select start and end edge loop.
    • Change bridge subdivs.
  • Cap
    • Cap hole.
    • Rotate the Cap mesh to find the perfect orientation.
    • Change the Cap subdivs with all possible cases.
  • Relax
    • Relax Brush.
    • Change Radius and Strength.
  • Move
    • Auto find the closest sub element (Face, Edge or Vertex).
    • Auto snap to closest vertex.
    • Add and remove from selection.
    • Move a selection.
    • Delete a selection or Paint delete (Face, Edge or Vertex).
    • Select Edge Loop.
    • Snap along edges.
  • Freeze tools (protect faces from changes)
    • Freeze brush.
      • Freeze & Unfreeze.
      • Freeze & Unfreeze all.
    • Freeze & Unfreeze face selection.
  • Split
    • Auto-detection of the closest edge ring.
    • Slide the new Edge loop along the closest edge.
    • Split from custom Start to End edges.
  • Cut
    • Snap to vertex.
    • Snap along edge.
    • Delete selected edge.
  • Opacity controls.
  • Projection distance.
  • Live project (to project using editable poly or mesh).
  • Dynamic shortcuts reminder.

TopoLogiK is said to be compatible with 3DS Max 2013 to 2019. The tool would cost you €36.00 for a single perpetual node-locked license. You can get more details on KinematicLab’s website.

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