Tutorial: ZBrush/TopoGun Mesh Retopology
A
Step-By-Step Tutorial On How To
Retopologize A Rough Sketch For Better Efficiency
Preface
So! Like many of you, I wanted to create a character setting pipeline that will enable me to quickly sketch, retopologize and continue to sculpt on a “proper” Animation-ready mesh…
The Pipeline is very simple, but it requires a strict step-by-step path, which must be adhered to -
for time efficiency, and
various CG programs. You can do this in your 3D programs of choice -
Maya,
ZBrush,
TopoGun and
Photoshop in my case...
Levels Of Detail In Sculpting
Level Of Detail (
LOD,)
refers to the three progression stages in both design - as in
character design,
and in the execution of the design - as in this case, sculpting…
In this tutorial I’m only going to cover
a technique that I use in the first level of detail (blocking,) but here is the rest of my sculpting pipeline:
Step 1: Blocking...
1) Building a
low-res cage. You can do this in your 3D program - Maya in my case, or in ZBrush, which I will show using simple PolySpheres…
2) Quick
rough sketching using
Dynamesh…
3)
Create new topology (Retopology,) in your software of choice -
Topogun in my case…
4)
Re-importing the retopologized mesh and
projecting detail from original sketch…
Step 2: Sculpting...5) Finalizing the
major Sculpting in ZBrush and adding Props and other
secondary Design elements…
Step 3: Adding the High Frequency Details...6) Sculpting
High-Frequency details like, skin pores, wrinkles, etc…
7) Creating and exporting Normals, Color and Displacement maps...
To Be Continued!…
Cheers!
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