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+1 on the retopo. Apart from creating character and hard surface assets, I also use it to retopo too.I am surprised by how functional the retopo tool is when I explore it. I used to use Topogun, but I find Nvil very capable in retopo stuffs too.
I use it for my block out meshes, and subd work, than I tend to move things into Maya for everything else, or if I'm sculpting I move my blockouts to zbrush, than retopo in modo.Wish I could use it for more but that is too hard with what it currently supports.
I have yet to play around with the retopology tools within Nvil, I will later today for sure but I used to use Topogun a while back when I had it available to me, but I don't have a license that I own at home for it so I am glad to hear you say this about the retopology tools in Nvil.
NVil, being a 32-bit application, has a hard time handling very dense meshes for retopology work. I tend to use 64bit applications like 3dcoat or MODO for UV'ing/retopology. I also have Topogun.
Passerby, I am curious what are the other things you wish could use it for? (I found that modeling is all I need from Nvil, I assembly my scene in Maya to do other stuffs. UVing and Sculpting is something I no don't expect Nvil to do, unless it did a better job than Zbrush or Uvlayout. The only thing I am suffering with right now is the performance, which has to do with my old laptop. But then I probably don't do much modeling enough to know what I am missing.)I am also curious what advantage modo has in retopo over Nvil? Any special tools you use that you really need that's in Modo but not in Nvil?