if retopo is needed for organic shapes then i either have a workable basemesh as my sculpt level 0, or project the topology i want over the highres. and for hard surface assets there's usually a sub-d cage available to serve as a starting point. the auto-retopo solutions i've tried don't satisfy my clean-mesh-OCD and…
So much has changed but seemingly re-topology has stayed relatively the same for the past several years, perhaps it is just more noticeable for me as its a part of the process I find tedious, some people I notice have had similar gripes with creating uvs. for ideal optimized geo retopoligizing by hand seems the only way to…