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?
Boxy retopology best practices?
Re: Boxy retopology best practices?
-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
-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
Re: Boxy retopology best practices?
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.
I wonder if a sort of shrinkwarp would work too, maybe it needs a too detailed mesh.
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Re: Boxy retopology best practices?
for topology I follow this video its about shrink wrap. hopefully this is what you need.
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Re: Boxy retopology best practices?
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 ?
Re: Boxy retopology best practices?
I fixed the thing from the model itself.
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