Hello,
right now I'm doing some quilted stuff and I'm wondering how would I do the retopo of this:
Will I have to make a flat surface and bake a map or will I have to retopo these quilted this with it's creases and stuff?
Some time ago I asked how to archiev a quilted look and I was told to use a "displacement map". Am I alright with sculpting this or should I use I map instead?
Maybe you guys (@theluthier @jlampel ) can help me with this one?
Greetings,
tobles
I agree with Lampel.
The only reason I would retopo a patern like this would be for a larger scale area. To me this looks like a quilted piece of a jacket or something, for which I would go the flattened geo + normal map approach. However if it's a quilted panel in a sci-fi interior then that scale might be large enough to warrant retopo according to the pattern.
What is the context of this quilted pattern? I.e. size of it / prominence in camera?
Hi,
thanks for the fast replys. So if I got everything correct your statments are:
1. If it's a small piece it's not neccesary to do a retopo for a render image. If it's a big part of an object/scene I should do a retopo.
2. When doing a retopology it's better to do it with a flat piece of geometry and bake a normal map on it if it's not messing the silhouette.
The context of this is some layerd clothing, like some padded undergarment for armor pieces. Here is a little image of me fiddeling around trying things (it's no final layout, but maybe helps ounderstand my goal).
In my understanding the quilted stuff gives a lot of vertieces of which a lot aren't visible in the render and maybe later on as a game asset, so it would be better to do a retopo, I guess. From what Jonathan said, I think a retopo could work pretty well in regard of the silhouette since it hasn't very deep creases.
Regards,
tobles