Boxy retopology best practices?

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Bullit
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Boxy retopology best practices?

Post by Bullit » 13 Dec 2013, 19:08

I was given a big mess of a building, it is a boxy model with almost no curve form, but it is modeling disaster with hundreds of intersecting polygons. So i need to remake it to make it much lighter. What should be the best approach?

Get a grid and move/add points with snap?

Trace the relevant building edges with curves?

Extract the relevant edges? since many belong to intersecting poligons might not be a good idea.

Any other idea, or tutorial?

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SamHowell
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Re: Boxy retopology best practices?

Post by SamHowell » 13 Dec 2013, 19:38

-Get/Primitive/Polygon Mesh/Empty
-Turn on snap to point.
-Use the Create Polygon Tool to create a new mesh along the lines of the old one but missing out the bad modelling.

It's tedious but you will be sure it's done correctly.

Or buy Topogun

Bullit
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Re: Boxy retopology best practices?

Post by Bullit » 14 Dec 2013, 00:51

Thanks, that is what i ended up doing.

I wonder if a sort of shrinkwarp would work too, maybe it needs a too detailed mesh.

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KLONOA WORKS
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Re: Boxy retopology best practices?

Post by KLONOA WORKS » 14 Dec 2013, 06:39




for topology I follow this video :) its about shrink wrap. hopefully this is what you need.

Bullit
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Re: Boxy retopology best practices?

Post by Bullit » 16 Dec 2013, 20:32

Thanks

SpookyMunky
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Re: Boxy retopology best practices?

Post by SpookyMunky » 17 Jan 2014, 08:11

Since it was a boxy model I wouldv started out with a box/cube hehe. middle mouse click on edges with the split edge tool a few hundred times (throwing in the odd extrusion) and job done ? :)

Bullit
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Re: Boxy retopology best practices?

Post by Bullit » 20 Jan 2014, 03:34

I fixed the thing from the model itself.

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