I wonder how to make a pretty good retopo for games, and I see that peolple use a lot of triangulation for optimization, but handicrafted in specific and proper areas. Take a look at this image for instance. How can one achieve this result? What’s the workflow to find where and how to build those tris?
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Retopo implies that you have a mesh that isn't ready to go into a game engine, usually you have a high poly-ish version that needs to be optimized and needs to deform well.
Really all you are doing when you retop is modeling over the top of an existing mesh. So there are tons of modeling tutorials all over the place.
Your main goals are:
- Accurately capturing the silhouette
- topology that supports smoothing and baking textures
- Topo that isn't grossly wasting tris while still being able to properly deform the mesh, which is largely dependent on the actions the character needs to take and their importance to camera/player.
So how you model that? It depends on what your goal is.Are you modeling a base mesh to take it into a sculpting app like zBrush?
Are you skipping the baking process and going straight to game with hand drawn textures?
Factors outside of the modeling pipeline play a huge role also...
Is it for a mobile RTS, or a cinematic driven FPS on PC?
Will there be facial animation? Joints, morphs or both?
Does the rig have twist bones? How about secondary motion on hangy bits and pouches?
What is the tech budget of the game? Do environments take center stage? How many characters are on the screen? Is this a hero character or a throw away background NPC?
Can the character be customized? To what level?
There are a ton of factors that weigh in on how you build a character and really retopo is just modeling. SOMETIMES you can get a way with an automated solution but that usually works best on static objects that don't deform, characters usually require more care and control.
I think sometimes (not the case of the gif) tris can be formed by the function of a denser mesh with a simpler one,
for instance the neck and the head, or by core edge loops/unarticulated area.
Cheers!