Hi everyone,
I made a sword model a while back that a friend of mine would like me to make into a game model but I’ve got some questions and problems about doing it and could use some advice.
The model I have is ridiculously Hi-Poly, (probably more than was needed but i subdivided until it was as smooth as i was looking for, its not efficient poly use ) its broken into around 8 subtools and is 10+million polys.
I dont have the original base mesh anymore, the model has no UV’s and no real subdivisions (I used Dynamesh a lot).
- Can anyone recommend a good retopology method?
- Should i retopo each individual subtool one by one or do it as one whole mesh?
3)What would be the best way to do the UV’s for this?
4)The model has engraved text and such (which is why i pushed the polycount so high) whats the best way to retopo that sort of detailing?
Any help would be appreciated, I’ve been looking at different tutorials but im not able to get such a high poly model into Blender and so far my efforts to retopo in ZBrush have given some unsatisfying results. I’m sure im overlooking something in the way im doing it but im not sure what.

