Zbrush to Topogun
07-17-2012, 12:00 AM
So I have been using Zbrush for over a year now and am finally getting the hang of it. I finally figured out how to retopologize a sculpt in Topogun last night and was wondering when it is appropriate to take a sculpt to Topogun.
I am working on a hard surface project at the moment.
So this is how I started. First I began with a polysphere and began to mold it into a humanoid head shape. After I pushed the amount of detail I could with a subdiv level I would subdivide and push more detail. Once I got to a point where I had some detail with a very large poly count. Next I exported the hi res mesh as an .obj. Then I took it into Topogun and retopologized the mesh. I tried it a view different ways. I tried laying verts on half reference mesh and then I tried the symmetry mode. Symmetry is nice but it has some draw backs. As soon as your cursor interacts with the other one like moving a vert in the middle of the model. And if you retop half the model you can align the verts down the middle, duplicate your retop to the other side and merge verts for a solid retop. The only issue I ran into was that I did not figure out how to merge verts in Topogun, so I exported the retop to Maya and merged the verts there. Then I took the retop and subdivided it. I took the retop and the subdivided retop into ZBrush and reconstructed the subdivision levels. It was a fun process to learn. This will help streamline my future projects.
The first picture is of the helmet before retopologizing. It was 1.572 million poly's.
The second picture shows my low res mesh created in Topogun.
The third picture is the low res mesh sub divided in Topogun.
And finally the fourth picture is the end result when both were taken into Zbrush and the subdivisions were reconstructed. Total poly count at this point is 393,000. I'm sure decimation master could reduce it some more.
Any critiques or feedback is welcome! And feel free to ask questions!
Last edited by d3ltus; 07-21-2012 at 10:17 PM.
Reason: Added pictures.