ZBrushCentral

Retopologize this!?

I have been searching thru video, and tutorials on re-topo. I am banging up against a wall. So here is my Dynamesh image.

It is to be a “tunnel section”. How do you keep all of the detail you can add with insertmesh, after qremesher. So many methods, I need a clean flow, can anyone help?

My question/problem is: The best method to re-topo this so I can turn it into a Cryengine 3 asset.

I would like to stick with z4r4 and Maya2011.

Attachments

techtunnel.jpg

It doesn’t look like any of it moves so why do you need a clean flow? If you just want to drastically reduce the polys while retaining the details, use decimation master.

That simple answer, filled a huge hole in my thinking. All this time I have been trying to have clean quads like on Character models. As long as the new mesh hold the polypainting and details… I suppose I will need to re-project the details.

Either way you have given me a path to explore.