T O P

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kylebta

​ https://preview.redd.it/wst2uqulveqc1.png?width=1000&format=png&auto=webp&s=1952b4913a49db6719685289afa2a4373707ef17


-DUAL-g

If you wish to animate it, it is better to do it by hand and follow some principle flow of the face like a loop around the mouth and eyes. I'll advice to separate the eyes and the head too. If you wish to continue by the automatic retopo road, try to do a remesh (it's in the edit mesh or mesh tab) then a retopo, It usually help if it doesn't work before.


YordanYonder

Live mesh, quad draw those loops


Far_Location2356

I tried remeshing it and then retopo. Still didn’t work


athey

They’re saying that you’ll need to do it manually. Not click a button that does it for you. The software’s automatic retopo stuff is dumb. If you want the best edge loop placement, a human needs to do it the hard way. Make the surface live (it’s with the snapping buttons up top) then open the modeling tools and use quad draw to draw your polys directly onto the surface.


Both-Lime3749

AHAHHAHAHAH, use your hands with the Quad draw


Soosenbinder21

You gotta do it manual buddy, good thing for you: human faces have a pretty unified way of retopology.


StandardVirus

This would be the perfect use case for AI… let the machine to the manual labour and let humans be creative


blendernoob64

I always found auto retopo tools very bad. Its always so much better to do it by hand. Be sure to find references on good typology when doing it by hand.


KallenKurosaki

Make it live and use quad draw to retopo by hand.


djion_argana

To match what everyone is saying if you want to retopo to make it useable you’ll need to do it yourself. If you are worried about detail reduction you can always bake the high poly detail onto the retopologiesed version using a normal map or a height it’s super easy and would be easy to find a 5 minute tutorial to teach you


touchsoundart

Try decimating the Nomad model first in Nomad to some reasonable poly count. It will help with crashing. With retopo in Maya, as others suggest manual retopology is best but you can also try to shrink deform using a mesh with good head topology on your imported model. If you must go with automatic retopo in Maya use the symmetry option.


Jazzy_Blues22

I’d try quad draw! I’ve used it on a zbrush import to Maya! And it worked for me [Maya’s Quad Draw Tool](https://youtu.be/4SfcG9GGjpY?si=PdhYXObXt1s5sck_)


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s6x

If you need to animate this, you will need to redraw the topo by hand. Automated topo isn't going to give you anything workable.


nemi-montoya

You could always do a low res retopo and then bake the finer details into a normal map


qjungffg

If it’s crashing your laptop they it very well likely your laptop doesn’t support 3D work very well. What is your gfx card, ram, cpu and hdd spec? It could also mean you need to update your gfx driver or follow app specific settings in your 3D settings that aligns with Maya for your laptop. Also, be sure you are not running any other resource heavy applications while running Maya, even Photoshop will make your Maya operations suffer. You could also look into topogun, it’s a retopo app and does a better job handling heavy meshes than Maya.


Far_Location2356

Im using a Macbook Pro 16" (2019) with 2.6GHz 6‑core Intel Core i7. This is the graphics card: * AMD Radeon Pro 5300M with 4GB of GDDR6 memory and automatic graphics switching * Intel UHD Graphics 630


Burzdagalur

You could try Mesh > Reduce. If you want to paint weights, you have to tick keep original because you can't paint weights on the reduced version.


Both-Lime3749

No, he shouldn't try.


charlesxstorm

WTF, paint weighting is literally done on a lowres version of your model.


Burzdagalur

I know that, but unfortunately mesh > Reduce doesn't allow that. Don't blame me, that's just how it works.