What is Retopology
All Topology creation and modification tools and functions can be found in Retopo Room. Whether you are fine tuning topology created automatically with 3DCoat’s AUTOPO (Auto-Retopology) routine, creating your mesh topology from scratch or adjusting and refining topology started in an external application, you can find what you need in the Retopo Room.
Every VoxTree object can be worked on separately via the Retopo Objects panel. These can be created automatically, (when AUTOPO is used), or manually as you isolate different areas of your model for different purposes and topology layouts.
These areas are:
- The left Tool Bar All of the tools for creating and adjusting topology, as well as the tools for creating UV seams and unwrapping your topology for further modification in the UV Room.
- The Retopo Objects Panel Contains all of the retopology meshes you’ve created manually or with AUTOPO. When baking from the Retopo Room to the Paint Room, these groups will be used to determine the names of the Surface Materials and can help to isolate all of the areas and parts of your model that need specific texturing.
- The UV Preview Panel, which does just what it says, displays a preview of your UV map. Here you can edit your UV map of the retopology meshes you’ve created.
- The Retopo Menu, which makes available all of the Import/Export functions, as well as Saving and Restoring of your specific Retopolgy work.
- The Bake Menu, which contains all of available Baking options to the Paint Room, whether baking from a sculpture, Paint Object or even an external mesh.
Make sure that you also pay close attention to the Options that present themselves in both the Tool Options panel and the Top Bar (the top, horizontal panel below the Menu area). The settings that are available for each type of work you are performing automatically change in both Panels. The Retopo Tools allow you to construct totally new topology by means of working with individual vertices, edges and polygons. All created topology can automatically be set to Snap to the nearest surface, be it a voxel or surface sculpture, or even a Paint Room mesh. Entire loop networks can be created instantly by using a combination of Through Strokes and Freehand Strokes. Circular Loop Arrays can also be made with a minimum of effort, by means of Freehand Strokes, as well.