-Sculpted a high poly human in Mudbox
-Retopoed in Maya with Quad Draw
Was unhappy with how the feet looked, (did not get the edgeflow right) and followed a tutorial on subdivision foot modeling
It looks cool when smoothed but the unsmoothed version looks super edgy. The silhouette is not what I was looking for.
I was hoping i could just normal bake the smoothed version to the unsmoothed version but I assume that the silhouette just does not carry that well.
So if I am correct I have to retopo the smoothed (sub-d-ed)version manually again, right?
Is that always the case that in Sub-D modelling you need to retopo manually again? I thought the idea was to have the perfect low poly version already. I mean, I have perfect edgeloops but not a good silhouette ... that is so much more work now than I hoped it would be.
Am I doing something wrong? Maybe I just need to add more edgeloops to the toes to get a rounder look on the low poly?
Replies
Is that the regular workflow? Or is there no such thing as a regular workflow ?