Give Maya 2015 retopo a try when it comes out as we have a lot of the beta 
users who use Topogun very happy with the performance given these meshes can be 
10s of millions of polys. The maquette workflow of using Zbrush/3D coat/Mudbox 
(had to throw it in but Zbrush is still #1) is pretty standard for hero 
characters or concepts. The same goes for photogrammetry as you can get great 
results with tools like agisoft or our service (recap.autodesk.com) but the 
topology is awful. The final thing we are seeing in previz is the use of 
standins from places like turbosquid or sketchup files from concept. The key is 
that all of these workflows help sell the concept quicker and allows for quick 
changes up stream. Most concept artists we have talked this year have already 
switched to this 2.5 D workflow of DCC + Photoshop.



Every one of the tools above has an automatic retopo feature that does not work 
in all cases so we see users try it in Zbrush and Mudbox and plugins before 
going the route of manually recreating the topology.



cv/





________________________________
From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Raffaele Fragapane 
[raffsxsil...@googlemail.com]
Sent: Monday, March 31, 2014 7:09 AM
To: softimage@listproc.autodesk.com
Subject: Re: March 28, 2014

3Dcoat has a great set of tools for retopo, ZBrush not really if you want 
precise control, it's clunky at best. The retopo it has IS brilliant, but for 
sculpting purposes (redistributing detail, especially now that reprojecting is 
solid).

I love Topogun, but it's kind of dead software. It's dirt cheap, so you can 
always pick it up, license it to a usb network card (so you get a dongle, it 
relies on mac address), and bleed it dry while it lasts, it's a pleasure to 
use, but don't expect updates.

Maya 2015 might actually be kind-of-OKish for retopo with the work done to 
integrate NEX more and to be able to have GPU caches as live (snappable 
surfaces in maya). XSI is still better than OK but if the source to retopo is 
extremely HR it will choke, so you might need to produce interim meshes (say, 
decimated) to retopo before reprojecting if you use it.
Live snappng through wrapping isn't fast enough over a multi-mill polymesh.


On Mon, Mar 31, 2014 at 10:04 PM, Martin Yara 
<furik...@gmail.com<mailto:furik...@gmail.com>> wrote:

- Retopo
I've heard good things about ZB and 3D Coat retopo tools but haven't use them.  
I've never used Topogun either but I've heard that that was the standard a few 
years ago. Is still topogun the best tool for this?

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