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Blender 3D Cookbook

You're reading from   Blender 3D Cookbook Build your very own stunning characters in Blender from scratch

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Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781783984886
Length 608 pages
Edition 1st Edition
Tools
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Author (1):
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Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
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Toc

Table of Contents (16) Chapters Close

Preface 1. Modeling the Character's Base Mesh 2. Sculpting the Character's Base Mesh FREE CHAPTER 3. Polygonal Modeling of the Character's Accessories 4. Re-topology of the High Resolution Sculpted Character's Mesh 5. Unwrapping the Low Resolution Mesh 6. Rigging the Low Resolution Mesh 7. Skinning the Low Resolution Mesh 8. Finalizing the Model 9. Animating the Character 10. Creating the Textures 11. Refining the Textures 12. Creating the Materials in Cycles 13. Creating the Materials in Blender Internal 14. Lighting, Rendering, and a Little Bit of Compositing Index

Introduction


The re-topology of a mesh, as the name itself explains, is simply the reconstruction of that mesh with a different topology; usually, the re-topology is used to obtain a low resolution mesh from a high resolution one.

In our case, this is obviously needed because we are later going to rig and animate our Gidiosaurus, and these tasks would be almost impossible with a mesh as dense as the high resolution sculpted one; we not only need to reconstruct the shape of the mesh with a lower number of vertices, but also with the edge-loops properly placed and flowing for the best render and deformation of the character's features.

In Blender, we have several tools to accomplish this task, both hardcoded into the software or as add-ons to be enabled, and in this chapter, we are going to see them.

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