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Retopology questions

I am quite the novice when it comes to 3D asset creation. I am currently trying to work out an efficient retopology workflow. Aside from simply using QuadDraw in Maya or programs like Topogun, I understand that there are workflows that rely on generic low res meshes. By that I mean, the artist, will create the high res in something like Zbrush, and then somehow project the normal maps onto a preexisting generic model (Ex. low res head model).

How does one make this work? Do you simply manipulate vertices of the low res mesh, until they reflect your high resolution mesh?
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