Retopologizing Meshes in 3ds Max

In this course, we're going to explore a method of modifying the topology of your low resolution meshes to better complement normal mapped detail. Software required: 3ds Max 2010 and up.
Course info
Level
Intermediate
Updated
Oct 22, 2009
Duration
1h 3m
Table of contents
Description
Course info
Level
Intermediate
Updated
Oct 22, 2009
Duration
1h 3m
Description

In this course, we're going to explore a method of modifying the topology of your low resolution meshes to better complement normal mapped detail. Sculpting high resolution detail into our models has become common practice. To get the high resolution detail out of our particular sculpting package and onto more reasonably detailed meshes requires the use of normal or displacement maps. But the topology that we use to sculpt these meshes isn't always the best when creating our final asset. Redefining the topology on our low resolution mesh is a great way to make sure the mapped geometry matches the shape of the high resolution version as closely as possible. Software required: 3ds Max 2010 and up.

About the author
About the author

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

More from the author
Game Prop Modeling Fundamentals
Beginner
3h 9m
Dec 17, 2019
Retopologizing Game Characters in Maya
Beginner
2h 47m
Mar 14, 2018
More courses by Justin Marshall
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Justin with digital tutors and Autodesk authorized publisher. In this series of lessons, we're going to explore a method of modifying the topology of your low resolution mashes to better compliment normal math detail. Sculpting high resolution detail. Indoor models has become common practice to get the high res detail out of our particular sculpting package and onto a more reasonably detailed Mrs requires the use of normal or displacement labs. But the technology that we use to scoop these missions isn't always the best. We're creating our final asset. Redefining that apology on our little resolution. MASH is a great way to make sure that map Chantry matches the shape of the high resolution version as closely as possible. So here, three years Max, we're gonna cover flow that you used to do. Just that. We'll use a few of Max's powerful modeling tools to redraw our topology. Using our high rez mish as a template, we'll lay out the movies, and finally we'll use rendered a texture to get the details from our high resolution geometry to our base mesh. Following these lessons, you'll be able to optimize the topology of your own models in preparation for adding normal naps. So with that, let's go ahead and get started