RETOPOLOGY & UV MAPPING

Introduction

This technical phase translates dense, unoptimized sculpts into clean, production-ready geometry. Students master the mechanics of building low-polygon meshes and flattening them for efficient texture mapping.

Batch:
Type: Online
Fees: 69.00 $
Next Batch
Duration: 3 Hrs.
Sessions: 8
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Instructor Profile

Prerequisites

Description

Topics Covered

• Understanding edge loop flow (topology) for facial and joint deformation

• Manual retopology tools and target polygon budgets for game vs. film pipelines

• Managing polygon distribution: density distribution in high-movement areas (eyes, mouth, joints)

• Mirroring topology and managing symmetry constraints

• Marking clean UV seams along natural material boundaries

• Unfolding, straightening, and packaging UV shells to maximize texture space

• Managing consistent texel density across the character's body and gear

• Exporting low-poly meshes and baking high-to-low cage systems

Course Objectives

• Construct efficient low-poly edge loops that deform naturally during animation.

• Flatten complex 3D forms into stretch-free, optimized UV layouts.

• Balance polygon budgets against runtime technical performance limits.

Learning Outcomes

• Retopologize a full high-poly character mesh into an optimized, low-poly model.

• Generate an organized UV layout maximizing tile space efficiency.

• Deliver clean, manifold low-poly geometry free of technical artifacts.

Tools & Materials

• Retopology and UV tools (Autodesk Maya, Blender, or TopoGun)

• Three-button mouse with scroll wheel

• Texel density calculating plugins

Course Rules

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Preserve your seat by filling in the application form, upload a sample of your artwork, or provide your Artstation account for revision. Kindly, Do Not pay unless you have a confirmation message from us that you are accepted in this course.