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.
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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