Course info
September 10, 2009
56m 12s

In this course, we will cover a workflow for building geometry to better receive high resolution 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. In this course, we will learn how to redefine the topology on a low resolution mesh so that it better matches the shape of the high resolution version. Using our high resolution mesh as a template, we'll use a variety of polygon modeling tools to redraw our geometry into a more useable form. We'll layout the UVs and finally we'll use Transfer Maps to get the detail from our high resolution geometry to our base mesh. Upon completion, you'll be able to optimize your own models in preparation for adding normal maps. Software required: Maya.

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
Retopologizing Game Characters in Maya
2h 47m
14 Mar 2018
Game Character Sculpting in ZBrush
4h 37m
16 Feb 2018
Maya 2018 Fundamentals
11h 22m
7 Feb 2018
More courses by Justin Marshall