There are a number of exciting features in our upcoming release. One of which is the remake topology tool. See this video tutorial by kattkieru ( Charles Wardlaw) that shows the basic function of the tool including the paint based and mesh based retopology.
As can seen by the sample image with just a few mouse strokes, one can quickly make a new topology over a preexisting mesh. So watch the video, read the tutorial, and learn something really cool.
I agree with Tom: COOL!!!
great video tutorial thankyou so much for taking the time to eplain this feature, I would not have found the motivation to study it for a while being so busy otherwise heheh
I really like the intergration with the undo system for tweaking and extending already existing lines, thats really nice thing for the user side of things. Time to play aswell, thanks again!
wow... looks great!
Can't wait for 2.43 :D
Listening to the introduction of this video I couldn't help but wonder: is it 'ret-opo', or 're-topo'? :)
In the very first sentence of the tutorial it says: Retopo (remake topology). So I'd say it's Re-topo.
WOW, nice tool!!!
Thanks for posting this!
It's re-topo .. since you are basically REcreating the shape with a new TOPOlogy.
And i agree, this tool is most excellent :D
If you want to download the video:
recent windows build here
and recent os x build here
I don't know what else I could ask to developers!
Nice Tool and tutorial, but I have a problem with the video :
after 12min37s,it stops loading (full length is 15min47s).
I cant really say it is a great tool now. Without higher subdivision level projection it makes process hardly managable. Some bugs during this tutorial are obvious flaws that are no good. Anyways, retopo is absolutely needed feature for "sculpting" of animatable meshes and Im glad blender has it implemented on its current stage.
Wow. Blender moddeling feauteres has really grown. First the schulpt mode, and now this! Incredible!
Great tool... It's very usefull when using diferent objects and curved surfaces :D
This video showed one needed tool... a connect tool... that thing having to make face by face to connect loops can be really painful :P
Question, what about the verts and faces on the back of the head? And arms.. This tool is cool but is very very slow I think of its use to retopo
Thanks kattkieru, very interesting tutorial.
good tool !!
Awesome. Except, it's pronounced "Wah-Kum."
It should really be able to automatically create a new mesh, that can't be that difficult, is it? Something along the lines of the decimator, which actually does that - but a bit cleaner would be nice :)
"I cant really say it is a great tool now. Without higher subdivision level projection it makes process hardly managable. "
You can do so partially - multires the mesh select the area to reproject and 'retopo all'. Even so that limitation would hardly be reason to dismiss it as not being a 'great tool now'.
"Question, what about the verts and faces on the back of the head? And arms.. This tool is cool but is very very slow I think of its use to retopo"
why would it be slow? You can retopo any part of the mesh... to do the back i tend to hide the front, since i like to have xray mode on...
were you serious? A 'good topology' automatically is extremely difficult - this is for creating an animateable base mesh, just doing polyon reduction with cambos poly reduce script would give a nice low level mesh if that is what you want.
Can't access download or Googlevideo. Is anyone else having difficulty? Really want to try feature but have found scant docs or tips on the forum.
The second i saw this feature was added to ZBrush I was about to jump up and buy it, but having it in blender and with extra (and as always a more universal) functionality like this.. I'm moved. This is incredible.
Many thanks to devellopers,
The Retopology tool is wonderfull, and open modeling to a lot of new things more easier ( snapping to a complex shape is easy now ) Congrats !
I was playing with retopo today and I noticed
1. first of all the lines can act very weird. they move differently than the rest of what's in the 3d view. it might make me sick to look at if there was enough of it
2. Once I find that I need to connect two end points, i can't..
3. and I can't delete a line I drew without backing up all the way with undo, and then re-doing everything after that point. Drawn lines shouldn't be "numbered".
Hi try a recent CVS build. 1 and 2 have been addressed (a circle appears to 'continue' a line in newer versions)
3 may or may not change - I'm hoping it can be before release. Essentially you should be able to click on the end 'hotspot' as determined by the circle that appears and press the xkey to delete.
hi, in my case, the google vid stops at 7.5min. apparently a google bug? Guess I will download it anyway :) nice feature/tut!
xkey deleting of lines, and ability to turn off hotspots just added to CVS :)
Great video, Charles! :D This new feature is really looking cool. Hats off to the developers. >;)
The more I play with this, the more I like it -- though the times that it has made Blender crash I've had trouble pinpointing a replicatable scenario, so I guess I'll just have to keep trying things out until I figure it out, or someone else gets it into the bug tracker. Thanks for the video tute, or i might've takes ages to figure out all this stuff on my own.
Great video Tut! Shows you everything what you need to know about it!
I didn't realize till now, how powerfull it can be.
This tool makes it so much easier to make clean meshes. Great to see this retopo is so well implemented well done mr Bishop, I especialy like it in editmode much better control. And the fact I came up with the concept makes it exrta cool.
thanks a lot , helpfull ..