![]() LMB click to begin initial vertex placement, additional vertices are added by " Ctrl+LMB". ![]() Click " Cursor to Selection"ĭeleting vertices to leave a 'clean' POO behind before retopo can begin Creating/adding vertexes (vertices) ^Īt this point 'retopology' can begin by adding vertices along the contours of the higher poly object in the " Mesh" panel click the button marked " Retopo" to turn on the tool and then begin by LMB clicking somewhere on the mesh to start the path (edge-loop), pressing " Ctrl+LMB" to add new vertices to the edge-loop chain.Īs you work each vertex should 'snap' to the mesh directly under it, if it doesn't appear to be doing this turning on 'X-ray' from the Object buttons window (" F7") should reveal where they are due to the nature of retopo'ing lines of vertices may appear hidden from view because they don't follow the greater profile of the high-poly mesh.ĭesign note: it's useful here to turn off the mesh edit gizmo (the green, red and blue directional device used to show direction when working with selected objects) by clicking the little 'hand' icon in the 3D view-port header (has the word 'Global' next to it). RMB to select object, " SHIFT+S" to bring up the " Snap" menu. Select the high poly mesh that's being used as a basis over which the retopo tool is to be 'drawn' and use the cursor snap menu to position the 3D cursor at the objects POO (Point Of Origin).ĭesign note: objects are placed into a scene based on where the 3D cursor is so it's best to centre it so objects aren't added too far away from the main mesh. Snap Cursor to object centre ^īefore beginning it's best to centre the cursor on the object that's about to be Retopo'd. IMPORTANT NOTE : the actual accuracy of the results are dependant on the user and not the tool itself how you use retopo to redraw or describe the shape of the high poly mesh will determine the accuracy of the mesh - the more vertices (and hence faces) you create, the more accurate the mesh. The lower poly mesh can then be used for a number of things including the baking of the high poly to create normal maps UVW mapped to the retopo'd mesh, very useful for current generation normal mapped terrain's that require greater visual depth without the expense of the huge triangle count usually associated with such detail. This high poly object acts as a 'template' over which the low poly version is 'redrawn', giving at the end of the process, a second skin of sorts over the underlying model. Retopo is short for 'retopology', the process of recreating a low poly model based on a much higher resolution object. ![]()
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