Expanded

Retopology Techniques in Maya

With the advent of the high-resolution sculpting workflow, the modeled assets we create can sometimes be difficult to work with in their native state. Software required: Maya 2014.
Course info
Level
Intermediate
Updated
Aug 12, 2013
Duration
1h 10m
Table of contents
Description
Course info
Level
Intermediate
Updated
Aug 12, 2013
Duration
1h 10m
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Description

With the advent of the high-resolution sculpting workflow, the modeled assets we create can sometimes be difficult to work with in their native state. For this reason, various tools are typically used to create a new, pipeline-friendly topology for the model. There are different methods for creating this geometry and it's important that the method we use be quick, efficient and give us the control we require. In this tutorial, we'll cover the tools in Maya 2014 that make this retopology process go much faster. We'll cover setting up our reference model using the Modeling Toolkit. We'll talk about using Quad Draw to interactively place points and polygons across our model's surface. We'll also cover the Shrink Wrap functionality and talk about edge flow concerns as we create a new mesh for a character model. We'll finish up by looking at the UV process and baking out our color and normal maps to apply to our new, lower resolution mesh. In the end, you'll be able to create optimized meshes out of your own high-resolution sculpts. Software required: Maya 2014.

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.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hello, I'm Justin with digital tutors and Autodesk Authorized publisher. In this series of tutorials, talk about tools and techniques and Maya 2014 for creating a reach apologized mesh With the advent of the high resolution sculpting work flow model assets that we create can sometimes be difficult to work with in their native state. For this reason, various tools are typically used to create a new, pipeline friendly topology for the model. They're different methods for creating this geometry. It's important that the method used be quick, efficient. Give us the control that we require in this course will cover the tools in my A 2014 that make this re topology process go much faster. We'll cover setting up our reference model using the modeling tool kit. We'll talk about using cuadrado interactively place points and polygons across our model surface. Also cover the shrink wrap functionality and talk about EJ flow concerns as we create a new match for our character Mom. We'll finish up by looking at the TV process and taking out our color and normal maps to apply to our new lower resolution MASH and you'll be able to create optimized measures out of your own high resolution sculpts. So that was good and get started by talking about setting up our geometry.