
Apply Topogun to convert high-poly game models into low-poly, game-ready retopologies by using draw, bridge, and edit tools, enforcing clean edge loops and symmetry.
Implement head retopology for a game model by building around the mouth and nostrils, the eyes, using bridging, edge loops, and symmetry to achieve a low-poly, stable topology.
Refine a dragon body in Topogun by carefully adding and adjusting edge loops, cuts, and joins, while using reference off and symmetry to ensure clean topology for animation.
Model the lower jaw in Topogun by creating edge loops and bridges, adding extra loops for deformation, and using symmetry for a low-poly topology ready for export and animation.
Learn hands-on retopology and UV packing in Topogun by refining a roadkill model: separate head and limbs, adjust scale and placement, optimize the UV layout, and prepare for texturing.
In this tutorial, instructor Stephen Wells will take us through the complete pipeline of the software Topogun, as we learn the interface and functions needed to retopo game assets. We'll cover all the most important tools needed as we take you through the process of retopologizing several complex characters and organic creatures.
If you've been looking for a solution to speeding up the low poly workflow process of your high-poly game objects, this course is for you!
More about the Instructor:
Stephen Wells is an expert 3D modeler for characters, props, vehicles, weapons and environments and have created both high and low polygon assets for game productions. He has over 20 years experience in creating a variety of game assets for several different genres (fantasy, sci-fi, combat, superheroes, horror, etc) using 3ds Max, Maya, Photoshop, Zbrush, Mudbox, Topogun, and XNormal. As an enthusiastic instructor, he loves creating video tutorials on a wide variety of subjects including Zbrush, 3DS Max, Topogun, Roadkill, and many more to help students better their skillsets.