Hey everyone,
A bit of a stupid question, but how does one retopologize hard-surface models? Is it really just manually painting polygons on top of the model and manually matching the low-poly geometry with the high-poly one? What if it's something like a torus or some kind of a spherical surface? Surely it would be mad to manually retopologize something precise like that? I'm trying to get into Fusion 360 and since it's not subdiv modeling oriented i'm a bit unclear coming from Blender and the usual subdiv/baking the high-poly onto the unsubbed low-poly base workflow. Thank you.
Replies
For very curved surfaces don't be afraid to start using traditional retopo tools, they can be very quick when you get into them. A lot of people will still manually retopo a whole character sculpt before detailing and baking.
Short answer, for best results, put in the extra effort, it's not as time consuming as it looks.
(and if it's a static environment prop, you can always just decimate )