
Explore essential tools, apply professional guidelines, and plan upcoming features for the next day in this introduction.
Learn how to decimate object parts with Decimus and mustard, reducing polygon counts while preserving detail, by selecting pieces, processing current, setting a retention percentage, and exporting to the project.
Learn to build polygons on a reference object using the simple create tool and simple grid in Topogun and Maya, then bridge and connect vertices to form faces.
Learn to use the extrude tool to create new polygons by extruding edge loops, connecting between points, and building simple topology around a base mesh.
Master the merge tool to connect vertices, align to the centerline with symmetry, and maintain normals and triangles for models built for games.
Learn how to use soft selection to edit topology by moving vertices within a controllable radius, using simple editor tools, and refining loops and edge flow during retopology.
Master the draw tool to create polygons with grid-guided lines, add points, and connect edges with bridges for clean topology, then save in the Topogun format for Maya.
Use the create symmetry tool to build mirrored topology with simple edits and bridges for clean vertex flow, while preserving borders and centerline-aligned loops.
Master loft and sweep tools to quickly build cylindrical hand geometry by placing lines and points, wrapping from outside, and using the new DBS tool for fingers.
Explore using the tubes tool to rapidly create cylindrical finger segments for retopology, then finish by right-clicking to create polygons and using the simple create tool on a grid.
Complete the hand retopo in Topogun and Maya by adding edge loops, refining vertex positions, collapsing unnecessary geometry, and ensuring clean topology for the next steps.
Retopologize the shirt by creating clean edge loops, controlling polygon density, and aligning vertices for seamless connectivity. Apply symmetry to mirror and refine faces for a coherent topology.
Complete the shirt retopology by adjusting loops and adding polygons with a grid, masking seams, and connecting edges for clean topology in Topogun and Maya.
This lesson teaches how to use view groups to hide reference objects, organize the band into groups, and build clean topology with lines, connect ring, symmetry, and relaxation.
Learn to create a low-poly pant through game character retopology in Topogun and Maya. Align lines with symmetry, connect edges, and bake details to capture subtle topology.
Complete the pant low poly by refining edge loops, connecting rings, adjusting thickness, and reversing normals, guiding you from initial topology to a clean, cohesive band in Topogun and Maya.
Finalize the shirt and pant lowpoly topology in Topogun and Maya by applying symmetry and centerline alignment, refining wrinkles with cross lines, and relaxing vertices for clean rigging.
Master shoe retopology by refining lines, adding divisions, extruding and relaxing line loops, and merging to create a clean, connected silhouette on a simple grid workflow.
Complete the shoe lowpoly by refining edge loops, extruding faces, and adjusting vertices in Maya, ensuring clean topology and no gaps as you finish the model.
Learn to create a low-poly shoe lace model quickly using Topogun and Maya, by importing, adjusting polygon counts, tweaking loops, and exporting for use in game character retopology.
Import references, set up a simple grid, and connect edges to build a shoe lace knot lowpoly topology in Topogun and Maya, then fill gaps for a clean finish.
Learn to create a low-poly cap through retopology in Topogun and Maya, emphasizing symmetry, edge loops, masking, and clean thickness for game character topology.
Develop a cap strap lowpoly topology in Topogun and Maya by constructing a simple plate, placing and connecting vertices, and extruding edges to form clean, connected lines and borders.
Master a spec low-poly retopology workflow for game characters using Topogun and Maya, including creating clean edge loops, extruding faces, merging vertices, and preparing topology for texturing.
Create a low-poly hair model using symmetry, vertex placement, and extrusion in Topogun and Maya. Practice relaxing vertices and managing loops to achieve smooth, controlled hair geometry.
Develop low-poly hair clumps by forming a single continuous mesh from points and lines, guiding topology with center lines and linked controls in Topogun and Maya.
Complete the hair lowpoly for a game character through a retopology workflow by modeling hair blocks, connecting edges, managing thickness, and ensuring front visibility before saving and exporting.
Create a low-poly hair band by importing a high-poly headband in ZBrush, dividing it into two pieces, using dynamics to optimize polygons, and exporting to Maya.
Use Decimation Master to create a low-poly locket, reducing polygons to around 7% while preserving key areas, then export and import into the next stage with emissive materials.
Import and assemble low-poly objects in Maya, cap holes, enable symmetry, mirror and align parts, and prepare the model for polygon optimization in the next lesson.
Learn to optimize game character polygons by collapsing loops and selectively deleting unnecessary sections, preserving the model's curves and silhouette while avoiding lighting and normals issues.
Refine your game character topology by cleaning loops, ensuring quad-based faces, correcting vertex flow, and fixing non-manifold geometry for a clean retopology ready for approval.
ABOUT :
Now Topogun is the best tool to do this because it is a dedicated software only for retopology purpose. It is very powerful and has lots of great tools to retopo within a second. It can Handel very high poly model with easy.
In this course you will not only learn the technical aspect of doing the retopo but also some production guidelines to make your low poly character ready to use for rigging and in the game.
Overview of the Course :
At first you will learn how to prepare your high poly zbrush character to take inside Topogun then I will move to Retoplogy part inside Topogun by Introducing its tools. After completing in topogun I will jump to Maya for some clean up and final tweak.
Topics :
Who can take this Course :
So if you are interested to learn modelling and want to become a modelling artist in the game industry then without any delay enrol to this class to learn how to model your low poly character using TOPOGUN.
so if you fit into any of the above category this course is for you. so take the step by enrolling to the course and be a fabulous artist and entertain the world by contributing your part. THANK YOU.