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Vit3D
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Vit3D
Posted 15 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 917,
Visits: 15.1K
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Hi All Sometimes more difficult to create good low-poly model that hi-poly and I'd like to recommend You really good and not expansive tool with help You to do this - TopogunThis small program allows You to "draw" low-poly topology on the surface of hi-poly model, Furthermore - all vertex of low-poly will be automatically "glued" to the target surface. Program very easy to use and in addition has the features of creating normal bump, displacement and ambient occlusion maps. Hope this information will be helpful
Vit

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Paumanok West
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Paumanok West
Posted 15 Years Ago
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Group: Forum Members
Last Active: 12 Years Ago
Posts: 2.5K,
Visits: 7.0K
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Vit3D (2/27/2011)
Hi All Sometimes more difficult to create good low-poly model that hi-poly and I'd like to recommend You really good and not expansive tool with help You to do this - TopogunThis small program allows You to "draw" low-poly topology on the surface of hi-poly model, Furthermore - all vertex of low-poly will be automatically "glued" to the target surface. Program very easy to use and in addition has the features of creating normal bump, displacement and ambient occlusion maps. Hope this information will be helpful This sounds like something fantasic I ought to know about... except... like Wil's photo-to-3D tool... great; now you've got a great character mesh. How are we supposed to RIG it? :crazy:
General Picture - animating now to life itself(tm) Member of Content Wizards
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Vit3D
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Vit3D
Posted 15 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 917,
Visits: 15.1K
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There is no problems with rigging, at least nothing special :) Topogun can import/export models in OBJ format and after importing model in MAX You can rig it as any other models creating in max. Topogun was my main tool for creating Warrior low-poly model. First I sculpted warrior model in ZBrush, then load hi-poly in Topogun and create ("draw") low-poly topology on it. Can say that Topogun's normal bump creation function not so perfect as in ZBrush, but not bad at all
Vit

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Paumanok West
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Paumanok West
Posted 15 Years Ago
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Group: Forum Members
Last Active: 12 Years Ago
Posts: 2.5K,
Visits: 7.0K
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Vit3D (2/27/2011)You can rig it as any other models creating in max. OK, so being able to afford Max, and being able to use Max, are 100% required. :crying: Thus your pipeline is: ZBrush -> TopoGun -> 3DS MAX How do you apply a rig to make it iClone-able? I assumed, from a glance at the whitepapers, that you always had to start from an iClone mesh...?
General Picture - animating now to life itself(tm) Member of Content Wizards
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W.VEEKE
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W.VEEKE
Posted 15 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 2.8K,
Visits: 8.3K
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Mike, you can rig what ever you want in 3ds. You do not nee Iclone meshes at all. If you want to use the RL animations and facial expressions you only need the Iclone bone templates but you can use every mesh you want. Wil
Wil Veeke-Reallusion Certified Content Developer
Member of:


     
The Content Wizards!
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W.VEEKE
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W.VEEKE
Posted 15 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 2.8K,
Visits: 8.3K
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The only thing i do not understand is, why need of topgun if you have 3d max. You can easy reduce the vertexes in max, what does topgun what max(many free plugins for musslesbuilding and vertex reducing) does not?
Wil Veeke-Reallusion Certified Content Developer
Member of:


     
The Content Wizards!
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Vit3D
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Vit3D
Posted 15 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 917,
Visits: 15.1K
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Exactly as Wil say! :) To make iClone G3 Compatible character You just need to follow these requirements: - your mesh must be rigged to RL bones from template (You can use any rig pose, but You not able to move bones - just rotate and/or scale); - body parts objects must have the same names as corresponding objects in template; - body parts borders must have same number of vertexes (so called connection vertexes), and if You planning exchange body parts with standard G3 models, connection vertexes should be not too far from original connection vertexes; - material of all body parts must have name "Skin" If You made model according to this rules You will got full functional G3 compatible character ;)
Vit

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Vit3D
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Vit3D
Posted 15 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 917,
Visits: 15.1K
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Wil, Yes, it's possible to reduce number of vertexes in max, but... - it will takes a lot of time if will work with million polygon mesh; - your low poly mesh will have some dependence with original mesh topology. Topogun allows to create absolutely different hi-optimized topology and most important - do this fast
Vit

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Sen
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Group: Forum Members
Last Active: Last Year
Posts: 2.8K,
Visits: 28.5K
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Hi , I agree with Wil . 3dsmax included tools for retopology now , but the best if you have it , is Zbrush . It's my personnal opinion of course :P .
 
CGTRADER
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peteradam6
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peteradam6
Posted 15 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 495,
Visits: 1.9K
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Does Topogun have an "automatic fill" mode, or do all of the low-poly triangles have to be added by hand?
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