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Good Retopology

I have created a Retopology for my Dark Elv, now I’m not sure if it is good or not, the software I used was Topogun 3, the polycount is 2401. Now I have a few question.

  • I have created for the spiky parts this kind of square Topology as you can see in my image left below. Now is this useful or would it be better to simply have the Polygons on one point?

  • How much is it important to follow the forms of an object or wrinkles? Or is it better to more have the deformation in mind, and to not let to much distract of the form, and simply have in mine the Topology regardless how the face forms are going?

  • I made some Polygroups in Zbrush, do I need the, or are others just using them to work better due u can hide and select single Polygroup parts. Or can I simply also use the Polygroups to make the unwrap?

Thank you for any help!

BPR_Composite

1 Like

heya

model needs anatomical topology deformable loops
if you are going to deform it

please refer to a good facial muscular references mostly the
topology follows the same muscle loops and flow

there are many bright examples of topology out here

note : I think your model could have floating geometry too …but thats my opinion

this link might be a good starter for you I hope

http://wiki.polycount.com/wiki/FaceTopology .

hope this helps
anything more will be happy to help