I baught Retopo 2 long time ago, but i used mainly 3D coat for retopo, it has very fast tools and it’s very complete, also Blender has some great addons for retopo.
I don’t see myself adding another software on the workflow pipeline for retopo only.
I think Topogun must have more than one or two great features to worth it.
Pricing and system requirements
TopoGun 3 is available in beta for Windows and macOS. The beta can be used for commercial work. New node-locked licences cost $100; floating licences cost $250. http://www.cgchannel.com/2020/05/pixelmachine-unveils-topogun-3/
Not sure if that is an official statement.
I’m using 3dCoat too and to some degree I really like it,but honestly it could be more stable and have some more tools for retopo
Stability has always been an issue in 3D coat, but doing retopo it’s ok (most of the time), always need to save frequently.
Sure for retopo work only, Topogun does not have issues with high density models.
Some Blender addons are good already, i hope Topogun 3 has all those features and more
BTW i’m going to test the beta demo, and see if it really makes the difference in retopo speed and features.
I tested the demo, and it’s Topogun 2 with some new features; not real big change for what i need as retopo essential tools.
Some issues, like split tool deleting some faces, face not created, and not able to make quads.
3D Coat has 2 point quads, and trapezoid that speed up a lot creation of quad polygons, Topogun is really missing those.
There is extrude and split, but 3D coat has lot more retopo options.
Also the menus and panels options, it’s not as intuitive as 3D coat for me.
There is any tooltip help for any items on panels.
To make automatic retopo, i didn’t find anything by myself looking at menus and panels, perhaps it needs better titles, while in 3D coat it’s clearly named and tooltip helpt to know what it does and how it works.
About that, it’s too old school and need some more love and work on those areas to helpt the user (and just not say read the manual).
I work faster with 3D coat , more intuitive, and i got same features, perhaps there is some few advanced in Topogun shown on videos, but nothing unfortunatelly that worth it or that would make a difference compared to 3D Coat.
Some Blender addons seems more easy and intuitive also.
Topogun is great, and the price is not very expensive for 100$, i think it will suit people doing lot of retopo and i must have missed some features.
I would be happy to buy a new Topogun license, i liked using Topogun 2, but 3D Coat is clearly better for my needs.
I hope they will improve it about things like tooltip help and small but fast and usefull tools like the quad tools for example.
You have to click the reference mesh in the scene list ( outliner), then its in a main category in the side panel (retopologize)
It’s a beta. Personally it’s still too early for me to decide. Some tools are really really nice, and overall I think it has its potential, but dedicated solutions always have drawbacks and need good integrations for swapping data with other tools for streamlined workflows.
It’s a very special tool for a single purpose, and overall 3dcoat is much more.
I don’t find it that bad with it’s intuitiveness and even if tools like the quad tool or rfill make retopo in 3dcoat really nice I wouldn’t have described 3dcoat intuitive as a whole. 3dcoat definitely has its strengths,but if I think about what options got placed where in the menus or the transfers between its rooms “intuitive” isn’t the word that comes to my mind.
Topogun was successful because, it addressed the need and the missing features of a user group. Now, retopo happens in nearly all products and is partly automatic. I don’t think the new features are worth the update, but for users that only do retopo it may be worth the price. The patch tool is very promising, but misses a guideline for more precise borders. I think many will copy the idea soon.
Since Topogun 2 they could have worked on features like AI based retopolgy able to recognize surfaces patterns for example and able to distribute quads in a more efficient way like more on small details areas and less on bigger more planar areas.
Or improve existing tools, there is always things to improve.
Automatic retopology is very naive because it might make the job by 80% automatically but you get really critical errors in 20% of the areas you care the most.
This new thing, “spline patch based” method is the real deal, because it allows you to control manually only 20% of the data you actually need, while taking care of the 80% of the details that you don’t even care.