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Retopologizing Meshes in Maya
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Released Sep 10, 2009
  • Maya
    Maya
  • 56m 4s
  • 7,790 views
  • Project Files Included
Justin Marshall

Pluralsight

Justin Marshall
In this course we will cover a workflow for building geometry to better receive high resolution detail. Sculpting high resolution detail into our models has become common practice. To get the high resolution detail out of our particular sculpting package and onto more reasonably detailed meshes requires the use of normal or displacement maps. But the topology that we use to sculpt these meshes isn't always the best when creating our final asset. In this course we will learn how to redefine the topology on a low resolution mesh so that it better matches the shape of the high resolution version. Using our high resolution mesh as a template, we'll use a variety of polygon modeling tools to redraw our geometry into a more useable form. We'll layout the UVs and finally we'll use Transfer Maps to get the detail from our high resolution geometry to our base mesh. Upon completion, you'll be able to optimize your own models in preparation for adding normal maps.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:08
Importing and preparing geometry
2

Importing and preparing geometry

 
06:54
Modeling the mouth and tongue
3

Modeling the mouth and tongue

 
07:41
Drawing out the face and brow
4

Drawing out the face and brow

 
07:21
Adding the ears
5

Adding the ears

 
08:37
Adding the teeth and nose
6

Adding the teeth and nose

 
05:43
Setting up UVs
7

Setting up UVs

 
04:49
Duplicating geometry and finalizing UVs
8

Duplicating geometry and finalizing UVs

 
05:28
Transferring maps
9

Transferring maps

 
08:28