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Retopology Techniques in Maya LT
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Released May 12, 2014
Justin Marshall

Pluralsight

Justin Marshall
With the advent of the high-resolution sculpting workflow, the modeled assets we create can sometimes be difficult to work with in their native state. For this reason, various tools are typically used to create a new, pipeline-friendly topology for the model. There are different methods for creating this geometry and it's important that the method we use be quick, efficient and gives us the control we require.

Maya LT is built specifically for game workflows so it has some tools focused on creating new topology. We'll cover setting up our reference model so the new topology we create will snap to the surface. We'll talk about using Quad Draw to interactively place points and polygons across our model's surface. We'll also cover the Shrink Wrap functionality and talk about edge flow concerns as we create a new mesh for a bird creature.

We'll also cover some of the ways we can customize how Quad Draw functions and look at methods for speeding up the retopology process on unusual shapes. In the end of this training, you'll be able to create optimized meshes out of your own high-resolution sculpts.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:19
Setting up the reference mesh
2

Setting up the reference mesh

 
03:32
Starting the new topology with Quad Draw
3

Starting the new topology with Quad Draw

 
06:39
Changing Quad Draw preferences
4

Changing Quad Draw preferences

 
06:35
Speeding up retopology with Quad Strips
5

Speeding up retopology with Quad Strips

 
06:42
Extending edges
6

Extending edges

 
06:13
Using Shrinkwrap to jump start our topology
7

Using Shrinkwrap to jump start our topology

 
08:48
Mirroring our new mesh
8

Mirroring our new mesh

 
05:56
Creating custom shrink wrapped meshes
9

Creating custom shrink wrapped meshes

 
08:48
Finishing the new mesh
10

Finishing the new mesh

 
06:44