Free form primitives and pose tools has got multi-selection and a gizmo (if multiple elements are selected).Mac + Linux - tomorrow if all is OK with win build. There's more cons and pros to both programs, but those listed are, what I think, the most essential tools for any retopology task at hand.Win build done. Unable to hide parts of the mesh to get to "hard to reach" areas. If your model is symmetrical, the vertices in the middle have to be manually merged one by one. No ability to choose a different material - there's only 1 you're stuck with. The smoothing algorithm these two use is not very good. Hi-res mesh doesn't look hi-res like in ZBrush (same issue with 3dcoat) no matter how dense the mesh is. Tube options for quickly laying in topo on cylindrical forms (arms, legs, etc.) Much faster to put topology on your mesh (and different ways of doing so) Easy to change topology - the way you drew it is not necessarily your final look A huge range of options to control your mesh (select loop, bridge, merge, connect, etc.) Behaves like your average 3D app (Maya, Max, etc.) If you have overlapping verts or edges, they have to be deleted and topology redrawn again. Unstable (tends to crash when doing long retopo sessions) No relax function, everything is done manually (how you put it on is what you will get). No ability to merge/collapse verts, bridge edges, etc. Not as intuitive to control the topology. High-res mesh does indeed look hi-res, as you would expect Integrated topology tools - no need to use an external app and import/export the mesh I will list what they are for me but you're the one who has to give both a try and decide for yourself which is better. Just some thoughts Cheers!īoth have their own benefits and drawbacks. Well I had a liltle text diarrhea and wrote too much. Give some a try and go with the one that is fast and gives you freedom and performance to work as you want. But when you will retopo a mesh for games and have to reduce the poly count to a certain numebr you will need the option to collapse edges and move verts where you want to and split edges and connect and create triangles, all sort of operation that might work faster in topogun or 3ds max. It's all about painting/drawing your loops now and it does the job quite good in my opinion. With the last update of zbrush I have to say that they have improved the retopology tools a fair deal. The autoretopo is a wonderful feature giving you a rather good start for the retopo. I had a go a few times and do have to say that it is quick and easy(same as Topogun). ohh well most people really do like to retopos inside it. Topogun is fairly stable and it does have a recovery option.ģd coat. It becomes a pain when you have a rather dense object in wireframe mode and you want to retopologize it and the fps just goes down the drain, slugish orbiting sometimes and the fact that the program might crash on you. Performance is mostly the reason why I don't really retopo in 3ds max(2011 here). Smooth navigating while doing a retopo on a failry heavy object is so nice. What I truely like about it is the performance. but not enough to not see some aspects of the program that still disappoint(extruding surface, sometimes makes a huge mess, and symmetry just stops to work at some points, from what I could see from the trial) The program offers lots of tools and common commands that operate on subobject components like you would find in max or maya. Personaly topogun is quite good at retopology. from max with its surface snapping ribbon tools and to its free scripts for it and payed scripts like Wrapit(looks really good check it out) to topogun or 3dcoat or even to blender with those looptools and bsurface(free addon for blender) to other software that give the option(maya, modo). so many apps in which you can retopo these days.
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