{"id":613318,"date":"2026-09-03T17:14:12","date_gmt":"2026-09-03T17:14:12","guid":{"rendered":"https:\/\/www.newsbeep.com\/ie\/613318\/"},"modified":"2026-09-03T17:14:12","modified_gmt":"2026-09-03T17:14:12","slug":"new-native-retopology-modifier-for-3ds-max-released","status":"publish","type":"post","link":"https:\/\/www.newsbeep.com\/ie\/613318\/","title":{"rendered":"New Native Retopology Modifier For 3ds Max Released"},"content":{"rendered":"<p>How retoPoly Started<\/p>\n<p>I developed retoPoly myself for Autodesk 3ds Max. The project originally started as a personal tool and an experiment around my own retopology workflow. I wanted to explore a different way of doing manual retopology directly inside 3ds Max, while keeping the topology editable as part of the modifier stack.<\/p>\n<p>As I continued working on it, the experiment gradually grew into a much more complete tool. More operations were added, the interaction became more visual, and eventually I realized that the same workflow could also be useful to other 3ds Max artists who prefer having direct control over their topology.<\/p>\n<p>One of the main technical challenges during development was keeping the workflow interactive while the topology remained projected onto one or more high-resolution reference meshes and editable inside the modifier. I wanted the modifier to stay responsive and predictable even as the topology became more complex and more editing operations were added.<\/p>\n<p>Another important part of the development was making the different tools feel like parts of the same workflow rather than isolated commands. I spent a lot of time refining the viewport interaction, previews, and UI so that most operations could be understood visually without constantly referring to documentation.<\/p>\n<p>retoPoly eventually became a native manual retopology modifier built around that idea: the topology remains editable, the artist keeps control over the edge flow, and the whole process stays inside the regular 3ds Max workflow. The plug-in is mainly intended for 3D Artists, Environment Artists, Archviz Artists, Game Artists, Animators, etc.<\/p>\n","protected":false},"excerpt":{"rendered":"How retoPoly Started I developed retoPoly myself for Autodesk 3ds Max. The project originally started as a personal&hellip;\n","protected":false},"author":2,"featured_media":613319,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[31],"tags":[130380,307,304,305,306,308,93,1058,61,60,21842],"class_list":["post-613318","post","type-post","status-publish","format-standard","has-post-thumbnail","category-arts-and-design","tag-3ds-max","tag-arts","tag-arts-and-design","tag-artsanddesign","tag-artsdesign","tag-design","tag-entertainment","tag-feature","tag-ie","tag-ireland","tag-marketplace"],"_links":{"self":[{"href":"https:\/\/www.newsbeep.com\/ie\/wp-json\/wp\/v2\/posts\/613318","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.newsbeep.com\/ie\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.newsbeep.com\/ie\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/ie\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/ie\/wp-json\/wp\/v2\/comments?post=613318"}],"version-history":[{"count":0,"href":"https:\/\/www.newsbeep.com\/ie\/wp-json\/wp\/v2\/posts\/613318\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/ie\/wp-json\/wp\/v2\/media\/613319"}],"wp:attachment":[{"href":"https:\/\/www.newsbeep.com\/ie\/wp-json\/wp\/v2\/media?parent=613318"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.newsbeep.com\/ie\/wp-json\/wp\/v2\/categories?post=613318"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.newsbeep.com\/ie\/wp-json\/wp\/v2\/tags?post=613318"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}