Hey, I have been looking up information on how to model and how it works, I decided to learn Blender because it is free. Anyway Im confused on how I should retopologize weapons like this.
Do i have to use a plane and make quads out of it? how does this work... anyone that could help me with this or show me a tutorial.
Replies
This might be a good starting point:
https://www.youtube.com/results?search_query=hard+surface+retopology
https://www.youtube.com/watch?v=8mu_WHV7eO8
When i'm approaching something like a weapon, i usually start with a copy of my highpoly cage which gets simplified and broken down to the most basic shapes. For some areas you'l end up re-creating a simplified version of the geometry (mostly for stuff that would take more time to simplify than to just re-make. Ex: the front grip in your picture would be easier to start with a cylinder instead of spending time to remove excess edge loops), but in my experience a lot of time/work can be saved from re-using your highpoly source material so long as you have access to the pre-smoothed/quad mesh.
It all boils down to creating the best balance of silhouette geometry vs. tri count. How you create that geometry is totally up to you.
There's so many techniques out there nowadays so do a bit of research and see what will work best for your needs.
Be sure to check the polycount wiki as well, lots of great info.
http://wiki.polycount.com/wiki/Retopo