Hello there!
I'm interested in how you guys do retopology for your hard surface models. Do you use the same app as for modeling hi-poly? Or do you use topogun / zbrush etc. for your retopo workflow?
As of right now, I'm using Max for my retopo, however I feel it being a little bit more time consuming than it probably should be. It takes me few hours to retopo fairly simple object (violin in this case). Therefore I'm interested in other solutions which would help me achieve the same result sooner.
Thanks!
Replies
Simple example is to add an edit poly modifier before you cut in control loops so its easy to remove/toggle later on.
This is why I model HP without worrying about LP restrictions > Delete edgeloops or rebuild sections of LP in insert model suite of choice here > UV. With most HP models I create, I am able to easy remove many of the control edges by hand, quickly. Just a lot of clicking... Sometimes I will rebuild sections of the LP around HP with tools like Topogun/3DCoat/Zbrush (point retopo workflow is what comes to mind, not zremesher). Like @yk89031 said, there are many different ways to approach many different situations, but more times than not, I will retopo by hand in my model suite of choice (Maya). On average I can get a LP built and starting UV's in a single workday, give or take half a work day to get LP finalized and UV's started/done depending on model complexity of course.