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Wings 3D Development Forum Wings 3D Interface & Usage v
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Some topology advice

 
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Some topology advice

Justanother1
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Posts: 88
Threads: 10
Joined: Jan 2013
#2
12-30-2013, 04:52 AM
Certainly something like a Gorilla could be built in Wings3d, but it might take more than a noobs skill to do it. However, for importing into a game engine, you will want to have a nice Quad-based geometry, which can be built in Wings3d. There is another approach that many modelers have found faster and easier, but it will take some more studying. RETOPOLOGY. In a Nut-shell you could use a program such as Sculptris ( http://pixologic.com/sculptris/features/ ) Which really takes NO tech-knowledge, it's just like working with clay. but the models it produces are triangulated and poorly UV-mapped. But you can take that model into Blender and use the Snap-tool to build a new quad model right to that shape, or, you can cheat like me, bring it into Wings3d, build a rough, low-poly cage around it, then take both into Blender and Shrinkwrap, smooth, and Shrinkwrap again. Also, If you start with quad-mesh (from Wings3d) and leave the Detail slider at 0, you can model quads in Sculptris! take a look at this .. http://www.zbrushcentral.com/showthread....deo+thread
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Messages In This Thread
Some topology advice - by Plervertex - 12-24-2013, 02:47 AM
RE: Some topology advice - by Justanother1 - 12-30-2013, 04:52 AM
RE: Some topology advice - by micheus - 12-30-2013, 09:21 PM
RE: Some topology advice - by Plervertex - 12-31-2013, 02:25 AM
RE: Some topology advice - by micheus - 12-31-2013, 03:25 PM
RE: Some topology advice - by VladD - 01-03-2014, 05:49 AM
RE: Some topology advice - by Justanother1 - 01-02-2014, 05:20 AM
RE: Some topology advice - by micheus - 01-03-2014, 01:10 PM

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