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Making a "Next gen" Rock Wall 5: Retopologizing Part 2 & Baking

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Uploaded by on Sep 9, 2009

Rock wall Part 5
Here we finish the retopologizing and bake out our maps in XNormal.

This tutorial uses Autodesk Maya, Mudbox, Adobe Photoshop and Xnormal, be aware that these probably won't be the most current versions for you but they're what I have so deal with it.

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Uploader Comments (SebastianK94)

  • Why do you use Xnormal, can Mudbox export Normal maps or you just use Xnormal because you are familiar with it.??

  • @tsunami30003000 Mudbox can indeed export normal maps, I just use xnormal because it tends to give better results faster and it doesn't really take any longer than just doing it in mudbox :)

  • Why not just use a polycrunching script or something like Meshlab? You can get the same result in a few minutes. This kind of work is only really necessary on objects that are going to be rigged like characters,

  • I like the custom control I get by doing this manually, and it barely takes that much time anyways. Besides, it's great practice for your mind to think of different ways to squeeze detail into an object.

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  • your so amazing man

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All Comments (15)

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  • Can we get a link to Xnormal downoad?

  • @wadehjb It's to get a basic shape of what you want and to then export it back and lower the poly count to make it run in a game smoothly.

    It isn't necessary though as you can just sculpt a low poly rock face but for some people that may be harder to do.

  • Zbrush's Decimation Master works wonders and keeps large detail brilliantly.

    I like ZBrush because it handles heavy meshes a lot better than Mudbox.

  • this is programs whats do this for you

  • @wadehjb That depends, retopology is what happens when tools which gives you the opportunity to model without caring for your topology.

    About your question, yes you get the displacement and normal map, but what now ? xD you need a low poly mesh to apply that to. That's when retopology comes in handy.

  • I'm new to this so would appreciate it if someone could please explain what retopologizing and why it's necessary.

    Mudbox allows you to export normal and displacement maps for low poly meshes, but isn't that all you need to do?

  • lmao ok nvm bro, i totally messed up... i had scaled the original high res model and so it wasnt projecting right i suppose? now it looks totally bad ass and im soo happy :D:D:D

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