
Learn to use Topogun to create vertices, edges, and polygons for a game-ready, low-res, mirrored head, welding centerline and projecting details into a subdivided mesh with edge loops.
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.
Retopologize the eye by building a half hemisphere, using the tube tool for clean quad geometry, and applying symmetry for the other eye; manage strokes and bridges for clean topology.
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.
Develop and refine head topology in Topogun by creating bridges, aligning the center line, sealing gaps, and adding edge loops for game-ready retopology.
master head retopology techniques in topogun by welding vertices, optimizing edge flow with bridges, and creating a low-poly, game-ready head while using symmetry and selective triangles.
Master roadkill unwrap techniques in Topogun by cutting edges, separating features like the mouth, and saving projects for projection and UV map generation to support a game-ready model.
Explore brush detail projection in Topogun to retopologize high-poly models into game-ready, low-poly versions by projecting detail, managing subdivisions, and refining edge loops for efficient production.
Learn to convert a high-resolution dragon model into a real-time game-ready low-poly through Topogun, focusing on edge loops, polygon creation, symmetry, and UV unwrapping with Roadkill for texture-ready maps.
Retopologize the dragon in topogun by modeling one half and mirroring; use tubes to form neck and torso edge loops, and emphasize head 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.
Apply retopology techniques in Topogun to model feet and toes, seal edges, set subdivisions, use bridge tools, and align to the ankle for clean polygons.
Extend the front leg by using tubes and bridges to match the reference, adjust subdivisions and triangles, and add edge loops and vertex alignment for smooth animation.
Stitch areas and bridge edges in Topogun, maintain symmetry, and establish a center line while prioritizing more polygons in the head and face to avoid stretching.
Apply bridging and edge flow in Topogun to shape the dragon head, increasing polygon density around the nostril and mouth for a detailed retopology guided by reference.
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.
Add an extra edge loop to conform to the upper lip and interior of the mouth, preserve thickness with a bridge, and center the line.
Develop symmetry in Topogun by creating mirrored topology, welding vertices, and aligning the center line for a clean model. Unwrap, export to roadkill, and subdivide for low-poly variants.
In this roadkill part 1 tutorial, learn retopology basics in Topogun: perform edge cuts, weld vertices, and unwrap UVs to lay out horns, mouth, and body for game-ready models.
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.
Learn to retopologize a dragon mesh by duplicating and importing the uv-mapped high-poly model, matching polygon counts, and transferring detail with project all to create a game-ready low-poly mesh.
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.