In this TopoGun tutorial, we learn to build custom topology for our models. These days it's common practice to create extremely high-resolution and highly detailed models in sculpting applications like ZBrush or Mudbox. These models can give us a great idea of what a character, set, or prop will look like, but they're usually not optimized for rigging, animation, or use in a real-time game engine. Or the underlying topology we are using to sculpt may not be optimal for the detail we're creating. This new topology can be used as a new base mesh when sculpting, or we can use it in a game engine along with all of the texture and normal maps that TopoGun also creates. We'll start off the course by talking about the importance of good topology and why TopoGun can be such a a useful tool. We'll go over the interface and the basics of getting around the application.You'll be able to start using TopoGun to really speed up your workflow and create more optimal topology for your projects. We will also be jumping around a little to different applications to see how well TopoGun integrates, so it will be helpful if you have some experience with Maya, ZBrush, or Mudbox.
Software required: TopoGun.
This course will cover everything you need to create retopoly model :
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