ZBrushCentral

How do you retopo?

What is your favorite retopo workflow? I am having trouble grasping what would be most suitable for me. Since I need my models to have clean topology retopology is necessary for my zBrush models.

But I find manual retopology to be extremely time consuming, often taking more time than the artistic process of actual creation of the model.

Do you find results from qRemesh or 3D Coat’s autopo to be usable?

neither are useful in my workflow. Both are nice starting points, but I find it faster to build an entire mesh than fix the problems that auto-po and Qmesher generate.

It all depends on your workflow and end result really. Are you working with humans all the time? Start with a base mesh. If you’re starting from scratch everytime and you need a proper mesh for animation, etc, then you’re going to either have to retopo, deform an existing mesh, or fix an auto retopo.

qRemesher to redistribute quads and then a second qRemeshing with control curves brings me to a 90% desired, effective retopology.

I normally go for a half-and-half approach, at least for characters. Automatic solutions can handle the bulk of the work, with manual retopology left to give me precise control in more important areas.

Thank you, yes, this is exactly what I meant without saying nowhere near the same thing…lol. But yeah, exactly!

yeah, what they said :slight_smile:
also, side note. I am usually working on very low meshes…I knew I forgot to mention that. So qRemesh and Autopo just suck. And building out a 500-800 tri mesh is pretty fast by hand. When I break 2k - 3k I will use autopo as a starting point as outlined above.

Excellent tip, thank you!