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Retopo on complex object

polycounter lvl 9
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arcandio polycounter lvl 9
So I made this robot bust in a kitbash sort of way. The highpoly is as detailed as I want it, but now I want to retopologize it.

model


The problem is that it contains lots of holes and gaps, for example under the tubes between the neck and the shoulder, and parts underneath that are less important. (The gaps show up a lot better in sketchfab than in the renders below.)

My question isn't how to do this task in my software package, it's how I should even approach it in the first place.
  1. Should I start from the highpoly parts and just manually remove loops and rebuild it part by part?
  2. Or should I use a normal manual point-by-point retopology strategy?
  3. Should I fill in holes, or keep separate parts so I can explode the bake later?
  4. Should I try to run it through Zbrush's Dynamesh or Zremesher or something?
  5. Generally, should I avoid designing models to have these kind of gaps in the first place?
Project stuff
  • Intent: Portfolio and texturing practice
  • Intended polycount: 10-20k?
  • Final format/engine: sketchfab and/or Unity
  • Texturing app: substance painter
  • Highpoly in blender in individual pieces, if that makes a difference.






Replies

  • mickeyvpn
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    mickeyvpn polycounter lvl 8
    Hey @arcandio

    I say if your high poly model have good topology you can quickly remove loops to get desired silhouette and poly count. It would be fast way to make solid low poly, after that you can manually welding vertices, remove edges to optimize mesh further. I've used that workflow often, if you have good subdiv mesh I see no problem to decimate it without making it all from the start with point-by-point method.
  • kanga
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    kanga quad damage
    Yup that would work. The holes problem means you would have to close them on your model, or if they are big eniugh model around them.
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