Retopology Projects
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Past "Retopology" Projects
I need to make a 3D model
Hi guys, today i need to make a 3D model based on real statue in Brno city, Czech republic. Best way how to do this is use a photogrammetry (Meshroom or similar) and make a 3D model from photos. Link for photos is here: https://www.dropbox.com/s/4xzzzq1jsq054hb/horse.zip?dl=0 Than manually fix holes and imperfections on created 3D model of statue (can be because i dont have a photos from top side of the statue) Than make a retopology of 3D model in Zbrush or similar. Model should be game ready, so i expect clean topology and approximately 20k triangles. And after all, make a new texture pack (diffuse, normal, AO) by using projection tool. Save it to fbx file or 3ds max 2020 file. I also need unlimited revisions, i dont want to fight with you because of pricing. This whole task can be done in two days maximum (depends on how long your computer will made a 3D model from photogrammetry). Sample photo of statue is in the attachment here, rest is in the link above. Good luck and i will be happy to read your proposals guys.
Retopology Project
I have four detailed CAD parts that need to be retopologized to make them more suitable for UV mapping, reduce polygons (currently as you might suspect the conversion is all triangles) but still maintain the detail so that they are still suitable for photorealistic rendering. The parts need to be converted to retopologize for use in photorealistic rendering using Cinema 4D. Thus, I would like the retopology to be done in a modeling package that is designed for polygonal/nurbs-based modeling so that I can use it for rendering in Cinema4D. I already have Solidworks and CATIA files — I need the retopology for polygonal modeling, not parametric/geometric modeling. By 'details' I am referring to the mechanical details, such as cutouts, tabs, groves, etc. There are not a lot, but they are needed so that the rendering looks as good as it would were I to use the (over-triangulated) export from CAD (Solidworks and Catia). These parts are roughly circles, but it is the mechanical details around them that need to be maintained in the retopo. The polygon count for these should be enough to maintain the detail and proper edge flow. The attached images are renderings. PPH only allows uplading 3 files, but there are actually 4 objects to be retopo'd. The FBX files are available in a .zip file for review here: https://www.dropbox.com/s/mb8wkttug9m3dmt/DialsFBXFiles.zip?dl=0
Retopology of 3D models - Autodesk 3D studio Max only!
Hi we need someone who is able to make nice retopology of 20 pieces of 3D models maded in 3D studio Max. On the models are instances so its easy to retopo some parts of the models. We are looking only for someone who is able to work in 3D studio max and is able to keep clean topology on the models and keep already maded UVs because of textures. Attaching pictures of models you should retopology. Unfortunately, our budget for that is low, but with good cooperation you have open door for more work from us. Thank you for your offers.
Prep 3D model for rigging
Tasks to be performed on 3D creature model: 1. Bringing Creature to neutral, symmetrical pose 2. Combining body parts to one mesh 3. Fixing problematic areas (holes, seams, screws placements, etc.) 4. Adding some details around eyes, claws, etc. 5. Retopology (low poly model ready for rigging) 6. UV mapping 7. Leaving teeth with more polygons 8. Texturing (4K resolution)
Retopology and texture of a model in Blender
I have an animated model in Blender. It has a simple cubic structure. I need to reduce number of details and comer in with textures. I already have textures and renders made in Unity, now I need a simplified model made in Blender that looks the same as it was in Unity.
3D model retopology, cleanup and UV
We have a 3D mesh (generated with photogrammetry) that we’d like cleaned up. The mesh would need retopology in Topogun or the artists preferred software. The textures would then need to be transferred to the new model and cleaned up in Photoshop. This is the first of a number of model cleanup projects that we are looking to outsource.
4 character to design, sculpt and blendshapes
I have four characters that I want redesigned. Cartoony, but attractive, so bigger head and eyes for girls, man, little stronger jaw than normal. I made a adult male and female character and bought a couple of kids characters some time ago. They look a little dated and unmatched. Here's a vid I made (rendered in Mental Ray - got some lighting problems): https://www.youtube.com/watch?v=won8_pv4dR8 So I bought some new ones, which look better, but still not quite the style I'm after. https://www.cgtrader.com/3d-models/character/child/cartoon-family-rigged-v2 The textures are quite beautiful, faces look nice, but I find them a little too slight in bodies and mouths are a little too small. Also, the files have tons of garbage in them which is hard to get rid of. So here's what I like, Danny Mac - he has tons of tuts online. His models are beautiful. I like his technical approach and good end results. We want texturing to be of this quality. "how to paint a head' model and texture, and "how to retopologize" body is close to the proportions I'm after. https://www.artstation.com/mccabe86/store Some other females I like: batgirl: https://www.artstation.com/artwork/1x1m8 Bigger head than normal human, curvy body, Not sure if you know carlos ortega https://www.pinterest.com/pin/394698354828712084/?autologin=true similar style, body more slight. So something like these' In terms of male a similar style, male version - beefy, but not massive. Actually, the model I made in the vid above could be used as the design, needs to be redone, but idea is close to what we're after (model itself is a throw-away, as the face wasn't really modelled correctly. Kids 'normal' not super thin. The boy in the 3D family above is ok. A little too slight perhaps. As for the girl, want something like this : https://www.turbosquid.com/3d-models/cartoon-brunette-girl-head-3d-1358776 Actually that's pretty close - maybe a little too old. Clothing - this is a band and the need to wear t-shirts which we'll sell (in real life). So have color scheme and log worked out, just need to fully create the shirts. Hair - I think we're going to go with Xgen hair (maya). If You can make it great, if not model the hair and we'll figure it out later. Blendshapes - need full set of expressions that match Faceshift, faceware or this app for iPhonex http://manual.reallusion.com/Motion_LIVE_Plugin/ENU/Content/iClone_7/Pro_7.0/29_Plug_in/Motion_Live/Using_Expression_Mapping_Panel.htm Bodies are nudes, from head down will need to be skinned, but not rigged. We are rigging to skin, as we're using cloth for clothing, So for starters, please explain your approach - can you match the desired quality - that's really the main point. Can you bring something to the table in terms of design? We have a whole world that needs to be created around these characters. In your proposal provide a price for the characters with everything except xgen hair - that will be separate. Be clear if your price is for each character or for all four. The winning bidder must agree to a full artistic and creative release.