Hey guys, I'm wondering how often should things be retopped? I'm in the progress of working on a character, and I had to retop my character once to have clean topology for sculpting and now it's ready for a High poly to low poly export.
Do I have to retopologize again? Because that could take more time, which I don't have much of left, and just banging ZRemesher has nice topology yeah, but the forms are weird and the edge loops can be massive spirals and not suitable for animation blah blah.
So I'm wondering is using this?
,
okay for this?
for game resolution type stuff?
I'm gonna try aim for about 15-30k polys for the game character as a whole, and so far the low poly assets I have in it are sitting at about nearly 7000. Mind you, this is pretty far from finished.
Replies
It depends of the project and it's pipeline. You should get to know it firstly!
If you work for someone you can ask for a reference model.
Your model IMO has a bit to much of triangles but it's a good base to start.
Ryse's main character was, I believe, ~80k triangles.
Those should give you a good base for what to aim for in terms of fidelity.
I won't be surprised to hear of main cinematic characters with 100k triangles for this gen games.
http://www.gameranx.com/updates/id/21382/article/infamous-second-son-used-120-000-polygons-per-character/
Well there you go!
Is the topology for the face also alright for any animation that may be put in? I've never really retopped a face before and that first picture there was my first go at it. So any feedback or critiques on anything related to the face is welcome
I think ZRemesher is good for a base for a proper retop cleanup or base for scratch retop.
But that mesh I made there was retopologizing in topogun, so I'm guessing...I made that mess? Haha
the yes, the whole cheek has weird flowing loops, no clean structure. Loops shifting all over the place.
The ear - no structure at all
i guess what would help, is learn how to model it
no sculpt no retopo, model it, the oldschool way
also, open the mouth at least a bit
I noticed by the end I was going with too many small polygons and not utilizing the subdivide option. I wasn't thinking like modelling the old school way, which is to keep it basic and not have many edge loops to allow more control over the forms.
I've also learned that face loops need to match the structure of the muscles in the face or anywhere else on the body, to allow both animation to be easier and for the actual structure to make sense in polygonal form.