Advanced Member Monsoon Posted October 11, 2008 Advanced Member Report Share Posted October 11, 2008 I'm not having much success with organic v sculpting so I went back to tech type stuff. This is half a million polys. How would one go about retopologizing something like this? Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted October 11, 2008 Report Share Posted October 11, 2008 That's one thing about hard surfaces in VS, first let me say it looks excellent, nice sharp corners. But it seems like it would be easier to do something like that in a regular modeling program like LW Modeler where you can guarantee clean lines in your topology by lathing or beveling. Getting straight lines in 3DC retopo often means a lot of carefully tweaking the points one by one. Quote Link to comment Share on other sites More sharing options...
Member adrianr01 Posted October 12, 2008 Member Report Share Posted October 12, 2008 looks nice!, im also interested in doiing hard surface stuff with retopo, but a couple of things will be needed, i tought of something like drawing a single line on all the sharp edges makes bevel edges in retopo, and drawing circels that only snap on depth, but for now maybe import it as reference mesh in modeling program, use cilinders and boxes to draw the big shapes, also de repeating parts are easy to copy, the pipes you can do easy in retopo with the line tool Quote Link to comment Share on other sites More sharing options...
Member artaq Posted October 13, 2008 Member Report Share Posted October 13, 2008 I agree traditional modeling is more optimal for these sorts of models, but can you imagine how fast it would be to create complex shapes in fractions of the time with a system such as this? Throw in a genuine layering system for boolean/combine sort of operations and it's as good as gold. Quote Link to comment Share on other sites More sharing options...
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