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Introduction to Topogun for Modeling and Retopologizing 3d
Rating: 4.2 out of 5(21 ratings)
178 students
Created by3dmotive LLC
Last updated 4/2017
English

What you'll learn

  • Learn to use Topogun to retopo high resolution game assets

Course content

2 sections21 lectures3h 20m total length
  • Introduction1:25
  • Overview of Topogun14:09

    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.

  • Eye Retopo10:43
  • Head Retopo Part 114:24

    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.

  • Head Retopo Part 214:29
  • Head Retopo Part 316:03
  • Roadkill Unwrap3:02
  • Brush Detail Projection4:23

Requirements

  • Topogun

Description

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.

Who this course is for:

  • 3d and Game Artists interested in speeding up the retopo process of high poly assets