ZBrushCentral

why forcibly retopo?

I ask myself: why to retopologize a lowpoly mesh upon the highpoly source made in zbrush, when one could use the lowest subdivision zb mesh as the “receiver” of the high poly “cage”, to bake the normal maps? Does this make sense, or there’s some motivation to retopologize?

Bonjour,

Animation/rigging has different requirements on topology which can conflict with what makes a topology good for sculpting (or texturing, which has similar needs). That would be a motivation.

But since ZB calculates the normals/displacements from the lowest subdivision level, I guess the animation cage has to be very close to it otherwise the results will look wrong.

I am learning about that stuff myself…

Hello. Well, retopology’s is a strange world.