Hey folks!
I was wondering:
When you have to retopo something like that:
would you start with the borders(?):
Or would you just begin with the obvious part where you know there is no curvature and build the rest based on that:
I find it somehow hard toget a good looking retopo-mesh with that simple mesh....
it is the curves that kills me
i just dont know how to combine staright part with that curved one, it always looks like shit (>.<):
is that even ok?
it is part of a clothmesh which will get "transfer attribute" to "wrap around the simulated mesh from Marvelous designer"
(like in that tutorial:
https://www.artstation.com/artwork/zZOOL)
Replies
i mean isnt that common to get better retopoed mesh for riggers too??
Also isnt it better to retopo for zbrush to avoid artifacts when subdividing?
MD -> Maya retopo (with for example 3 subdivisions) -> Zbrush redefine
So i can use the highpoly (3rd subdivision from zbrush) and rhe lowpoly would be the maya retopoed one (1. subdivision)
or ist that totaly nonnsense? what would be there the pro or cons?