Not for a game mesh. Optimising the topology and silhouette is the primary concern. Geometry is a lot cheaper these days, but a dense quaded topology would be for more high-end characters(like in the tutorial you linked) Yes, that's the reason the guy in the tutorial you posted goes through this workflow - because he's…
@BIGTIMEMASTER @goekbenjamin you're both confusing the workflow posted in the tutorial linked and retopologising in general. Also, retopoing a real-time character and a film/vfx character are completely different goals: one is to support optimisation and normal map baking with a triangular output; the other is a very dense…
@goekbenjamin it is certainly doable, but it isn't really necessary for a game character. The best thing to do is to experiment with both auto-topo export from MD and the manual retopo approach(that is shown in the tutorial) That way you're gaining real-world production experience and learning by figuring out which…
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…