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3D Coat low poly Retopology


YouGroove

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A quick overview of 3D coat Retopology with some tips also.

 

The goal is to retopology previous high poly model from Sculptris into a Low poly model in 3D coat :

 

image.jpg

 

Fisrt step is import obj model in 3D coat as Reference model, we will use the model below from sculptris.

500.jpg

 

 

Begin in symmetry mode to add a polygon to start :

image.jpg

 

 

Then use 3D coat quads to very quicly add quads over the model :

You will need to have a good toplogy so follow lops and edges

image.jpg

 

The goal si very low poly enought so not lot of detailling

image.jpg

 

In early steps we will check if normal map rendering is ok.

So let's begin to make some UV seams loops and Click unwrap

 

image.jpg

 

 

On normal map generation parameters :

You can adjust the two values if needed or if you have map glitches

The second paramter choosen is : keep cage point weld to exterior surface

image.jpg

 

Choose low resolution to render and test fast

image.jpg

 

Than launch render normal map.

 

In paint view in sub objects panel : hidde default hight poly

Than check low poly retopo and normal map

 

image.jpg

 

 

Some tip on Preference window of 3D coat :

I choose alwats Maya as parameter for normal map calculation insteda of 3D coat ones and results are really good.

image.jpg

 

Continue Retopo following loops

image.jpg

 

Use loop cut when needed (specially where it will be bending animation possible)

image.jpg

 

From cylinder create more faces for a bigger cylinder jonction

image.jpg

 

I could use lines drawing , but quads are fast enought in some cases to make a cylinder

image.jpg

 

Begin legs area :

image.jpg

 

Add more polygons to make some round circel from where we will make the legs parts

image.jpg

 

 

Special method here some time faster for some stuff :

instead of drawing lines make a long cylinder

 

image.jpg

 

Than use Lopp cut

image.jpg

 

You will have to adjust vertex and sometimes delete / remake some quads

So better use draw lines, but this method can work also.

 

The vertex seems deep inside the model like below , because Zbias paramter is low like 3.0 not always good.

image.jpg

 

Change it to 10

The vertex will be outside of the model and you will be able to move them or do anything else now.

image.jpg

 

Main parts are done, you can make uv loops and test normal map generation to see if

some correction are needed.

 

image.jpg

 

Now for the arms we will use a standard and fast technique : Drawing lines

 

image.jpg

 

Click enter to generate the polygons

 

Once this is done, sometimes you will see lot of polygons that can be reduced manually to optimize your low poly model.

Just move vertex very near another to join them , or use "Fusion" tool on 3D coat.

image.jpg

 

For foots, its just polygon drawing

image.jpg

 

Beginning the hands

image.jpg

 

image.jpg

 

Making additionnal objects retopo

image.jpg

 

Once all is done make the loops semas UV and check model

picture below UV are not colored, a 3D coat big appeared in fact

image.jpg

 

 

Because of symmetry retopology and texture, you will use half texture mirrored in game.

But the with the normal map it will be lot more visible than a simple diffuse map

Like below :

normalBump.jpg

 

Because of the UV semas beeing in the middle symmetry line :

 

uv_layout001.png

 

This will be oubvious in game on your 3D engine if your camera will be not too far from character

 

To avoid that you'll have to use a different UV mapping to hide the UV seams :

 

pic_002.jpg

 

Some another good example to avoid the middle visible line seam on character

LayedoutUVs.jpg

 

 

So here is how to do that in 3D coat :

 

Uncheck Virtual mirror :

291.jpg

 

Apply symmetry retopo and UV to all layers :

292.jpg

 

So all Retopo and UV seams will be copied in other side.

 

Next step is remove all middle line UV seams , and make new UV seams loops on entire character as examples above.

294.jpg

 

Because you no more use Symmetry to optimise bitmap size, you can adjust similar UV islands to be in the same place in the bitmap, for example the arms or hands :

295.jpg

 

 

You'll have to mirror Uv semas : Flip U or Flip V in 3D coat , than rotate/move UV seams to be perfectly one over the other

296.jpg

 

 

You have some usefull tools in 3D coat :

-Auto UV for non 3D artists, not best results indeed but can be good in some cases

-Relax tool to use on UV when they are too shrinked on some zones

 

So the model is ready to bake normal map :

297.jpg

 

After normal map baking here is the low poly model with normal map ready to paint :

 

image.jpg

 

3D coat wireframe view :

image.jpg

 

 

(Next step perhaps model painting in 3D coat ? )

 

As you can see 3D coat retopo is very fast and easy and fun.

 

I hope you have enjoyed that retopology overview smile.png

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just a question. if you have a 3d model you dont own and retopo the model and use your own textures. whats the license of this model?

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If it was only that easy. The answer is: depends. It's a new set of vertices, new number of faces, new look via textures... You could make a handsome man into an unrecognizable zombie and no one would know one was based off the other. Or likely care.

 

I think the legal quesiton is "is it different enough?"

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In the newer "versions 4" of 3DCoat, you do not have to manually mirror uv islands. Any uv island that is the same just use the copy and paste function for layering mirror uv islands...

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@gamecreater: is is that easy - if you start from a copyright protected work ( everything that doesn't explicitly state otherwise is automatically protected by copyright btw ) the your committing a copyright violation. Now you may be able to change it so much that it becomes impractical to prove, but your treading dangeours waters.

 

If you just look at a model and get inspired to created one that is virtually identical then that's plagiarism - which isn't in it self illegal even though most people frown upon it ( google "zynga plagiarism" ), do note however that this doesn't mean you can just plagerise and feel safe, because if your work of art can be shown to cause "brand confusion"1 ( see LEGO vs the "0937" bricks ). It doesn't even have to be very close copies to fall for the "brand confusion" eg. if you created a jump and run game featuring a plummer it wouldn't matter much if it was a AAA game featuring a plummer that was photo realistic you would still have to remove the game and pay nintendo damages ( should they choose to sue you ).

 

Hasbro is perhaps one of the most agressive companies in this regards - they have no problem suing the pants off indie devs making a nonproffit tribute to original pacman. ( Ironic as their "Kre-O" bricks are almost indistinguishable from LEGO bricks )

 

Well that got very long winded - exec. sumary / tldr; Don't base your assets off anything that isn't public domain or has a license that explicitly allows you to create derivative works ( eg. CC- style licences ).

 

1) I don't know the legal term in english - bascially it's to protect people from mooching off your customer goodwill

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On the leg part, it says to make a cylinder and then use loop cut but I don't see either of those options inside the Retopology room. Can you help walk me through it?

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