ZBrushCentral

Retopology kills the spirit

I pretty much more or less know the answer to this question already, suffer. I recently made a small cartoon figure consisting of about 10 subtools. An assymetrical messy beard and face, took about 3 hours to finish it all. Now I want to retopo it so I can unwrap and start texturing it but after spending 2 hours on the face I gave up, not because it’s hard but because it just kills the fun. I’m using zspheres to retopo the mesh.

I have found that the zremesher is good at producing quite high poly topology, 10 000 + faces. But when you want a model to be around 5000 faces it retopos the mesh very badly. The Zremesher was probably never meant to be used for game models and it’s really sad that it can’t do it very well.

What do you use to retopo your models, do you just sit down for 6 hours straight and place thousands of little point all over the model or do you have some way to speeding up the process?

You know you can use zremesher guides to control edge flow and also run zremesher multiple times if necessary, right?

I would think that with a small cartoon figure you should be able to get excellent results.

I agree with Thor. Using ZRemesher in small increments works fine for me, better than going at it in one attempt.