Retopology for human characters

Discussion started by PauloRider

Guys do you know any free resources to learn retopo?

Answers

Posted over 3 years ago
2

To learn it? One of the best free resources for that is going to be Youtube. If you have some time, do a Youtube search for retopology in whatever software you're using. There are going to be hundreds of results. You just gotta have time to sort through them and pick up the tips.

There are algorithms and addons out there, depending on the software you are using, which could do a quick retopology automatically, but the results are never as good as if you do it by hand and get exactly the edge flow and poly count you want. However, this requires knowledge about topology. Modeling experience. You need to know not only the features of your tool but also the best way to apply the polygons so that they can deform if needed or be UV unwrapped if needed, etc. It's something that will take time to learn properly because every object you retopo will require slightly different conditions.

What software do you use for modeling or sculpting? Start there by searching for retopology tutorials.

PauloRider wrote
PauloRider
I use blender, I'll try having a deeper search in youtube,all I seem to find is face retopologies, do I just apply it to the rest of the body?
luxxeon wrote
luxxeon
There is a very good tutorial from the guys at FlippedNormals which illustrates how to retopo a character in Blender. The polygon flow is something that you will have to adjust and decide on your own, depending on the type of object you are trying to retopo. Here's a link to the Flippednormals tutorial. It may or may not prove useful to you, but you may learn a few tricks that could help. https://youtu.be/CuQzPDs99yM Retopology by hand is really an art, just the same as modeling something from scratch. Essentially, that's exactly what you are doing when you retopologize. You are modeling again from scratch, only using an existing object as the shape profile. Retopology of the body will be similar, but not exactly the same process as the head and face. Actually, it should be much easier to do the body once you have a good topology for the head and face.
Posted over 3 years ago
1

Let me try posting that link again. The formatting was horrible in that last reply.

https://www.youtube.com/watch?v=CuQzPDs99yM

PauloRider wrote
PauloRider
Thanks luxxeon, I really appreciate your help <3
Posted over 3 years ago
0

One thing to keep in mind is that you should try to keep everything quads (triangles are ok in some areas, but never use ngons), and try to keep the edge loops flowing consistently with the curves of the sculpt. This will help with deformation if the model is going to be rigged or deformed in any way. Quads also help with UV unwrapping, as you may already know.

There are some addons for Blender that might help you out once you understand how topology should flow. My favorite is a product called Retopoflow. Blender can do retopology without addons, but Retopoflow makes things a lot easier. There's also another one called Quadwrap, which is useful for limbs and fingers and cylinder shapes like that. Lastly, there's an automatic retopo addon called QuadRemesher, which is surprisingly good for certain objects and can do clean, quad topology in one click. It's a superior algorithm to InstantMeshes in my opinion.

Good luck!

Posted over 3 years ago
4

Just to point out one thing regarding this. If you want to retopo models that are scanned by you that's ok, but if you plan to retopo other peoples models (with this i mean, other peoples work, charachters ripped from games etc.) that can and will get you into big trouble. Because as naive this question is it isn't because now everyone who have even slightest amount of 3d knowladge can use those tutorials and advices do fast retopo of models that will end up on sale here and other marketplaces. In my opinion this kind of discussion should be talked in private.

luxxeon wrote
luxxeon
Good point. I always just assumed people were asking about retopo for their own sculpts or scans. Mostly I think about sculpting since more people are doing it now in Blender. But you make a good point here. I'll be more careful about the details I indulge regarding this topic.
LowPolyVehicles wrote
The reason why I posted this is because lately I saw tons and tons of "retopo" stolen models on sale here from every possible genre: cars, characters, animals, buildings you name it, and its becoming a really really bad trend. I also understand your point of view, nothing wrong with helping people, its just that some ordinary 3d things become kind a sensitive information. Couple months ago there was a guy who posted multiple topics on forum just so he can learn how to load textures in max and setup scene so he can render out stolen character and put that on sale here.
PauloRider wrote
PauloRider
Don't worry they're are for my own 3d sculpts haha, I download free models to see the topology though, is that a bad thing?
LowPolyVehicles wrote
Your frivolous comment tell me that you are not familiar with how things are going around here, you are the one who should be worred. Friendly advice: make sure that those free models don't end up retop-ed on sale here.

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