Below are some of the tools and notes I have collected online:
GREAT VIDEO ON RETOPOLOGY
This video really answers more or less all of the technique you need to do retopology in Blender:https://www.youtube.com/watch?v=icqPZnD_3lA
- BSurfaces Add-On
- Shrink Wrap Modifier
- Grease Pencil Retopo Add-On
SPIDER F2 ADD-ON
Then, of course there are MASTERS OF RETOPO like this guy below and awesome tools like the Spider F2 script:http://blenderartists.org/forum/showthread.php?277242-Blender-Baroque-(organic-modeling-and-retopology)
http://blenderartists.org/forum/showthread.php?278787-F2
https://sites.google.com/site/bartiuscrouch/scripts/f2
CONTOURS ADD-ON
I also found this cool paid Add-On by CG Cookie. Which I may check:http://cgcookie.com/blender/2013/07/31/announcing-the-contours-retopology-tool/
BLENDER SUSHI WAY: Sverchok Cross Sections Technique
From Contour Add-On, I am thinking that perhaps we can make use of Blender Sverchok Add-On to create the CROSS SECTIONS based on HIGH POLY DENSE MESH (sculpted), and then from resulting Cross Sections, we can collapse and connect the dot to create and re-draw the mesh using Blender Skin Modifier.STEP 1: Create Cross Sections from Dense Mesh using Sverchock
STEP 2: Collapse and connect the dot, then use Skin Modifier to have our rebuild mesh
STEP 3: Shrink Wrap it
Using this technique, I reckon that we can convert a dense 3D MESH you gather from 3D Scanning or 3D Sculpting, into a usable retopologized medium 3D mesh. In which then you can bake the:
- Displacement Map
- Normal Map
You might need to do more adjustment like re-directing some of the mesh topology to confirm with Muscles and so on.
I guess this style of re-topo will work best for parts that can simply be a 3D Contours Mesh, kind of like when you are using Cylinder and Shrink Wrap it.
FURTHER ON WITH CROSS SECTIONS
There is really something about CROSS SECTIONS technique that I really like.If we reverse the process, perhaps we can use this cross section to measure wrist, waist, etc, and then re-generate or re-shape random generic 3D characters this way.
Have to think more....
BLENDER SUSHI WAY: DISPLACE & REMESH MODIFIER
Now, if you are really lazy, you can also take advantage of Blender Remesh Modifier. Kind of obvious way.
Here is the step by step:
1. Dense Mesh => Remesh Modifier (until it looks decent)
2. Apply Displace Modifier, push the skin slightly outward.
3. Shrink Wrap Modifier the mesh back into the high density mesh.
Well... actually the Remesh Modifier is kind of doing the "retopology" pretty good already. Most of the time. Shrink Wrap is kind of completes it.
WARNING: Of course, MANUAL RETOPO is still needed if you want to animate the 3D model. You kind of want the contours to follow the mesh flow.
1. Set some Vertex Group, one VG to cover all vertex and more VG for the Hook (if you are using Hook)
2. Assign those Vertex Group into Laplacian Deform Modifier, this will be the Anchors. Attach the rest to the Hook objects.
3. Deform the 3D model using something like Bones (Armature) or Hook.
TO SETUP HOOK:
Go to Edit Mode, select some vertices, then tap SPACE, type in "Hook to New Object". Doing it this way is fast, however, you don't get the Vertex Group history somewhat.
So... you might want to make HOOK yourself. By applying HOOK modifier and assigning the Empty as Hook and your own Vertex Group that you setup manually.
For the HOOK object, you may want to zero out the position in space. Do not do Apply Transform.
Tips on ZERO-ing transform in Blender: Tap SPACE, type in "Animated Transform to Delta".
With this Laplacian Deformer, it will try to calculate the volume and maintain the volume, great for Squash and Stretch maybe? Or something that is more for sculpting?
WARNING: If your mesh is super dense, doing this kind of thing will take a while.
https://www.youtube.com/user/GuerrillaCG/videosLAPLACIAN DEFORM
I don't know if this is related or not. Maybe not. However, since it is a new SUPER COOL feature, I will point out about this new feature of Blender since version 2.70:1. Set some Vertex Group, one VG to cover all vertex and more VG for the Hook (if you are using Hook)
2. Assign those Vertex Group into Laplacian Deform Modifier, this will be the Anchors. Attach the rest to the Hook objects.
3. Deform the 3D model using something like Bones (Armature) or Hook.
TO SETUP HOOK:
Go to Edit Mode, select some vertices, then tap SPACE, type in "Hook to New Object". Doing it this way is fast, however, you don't get the Vertex Group history somewhat.
So... you might want to make HOOK yourself. By applying HOOK modifier and assigning the Empty as Hook and your own Vertex Group that you setup manually.
For the HOOK object, you may want to zero out the position in space. Do not do Apply Transform.
Tips on ZERO-ing transform in Blender: Tap SPACE, type in "Animated Transform to Delta".
With this Laplacian Deformer, it will try to calculate the volume and maintain the volume, great for Squash and Stretch maybe? Or something that is more for sculpting?
WARNING: If your mesh is super dense, doing this kind of thing will take a while.
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