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Why is retopologizing your mesh needed, is this just for animating your model?

Why is retopologizing your mesh needed, is this just for animating your model? I trying to understand the whole process.

Depending on your sculpting style, having a somewhat even number of polygon’s spread throughout the skin of your model, rather than having them bunched up in one place or another is preferable. This allows you to go to higher levels of detail with few wasted polygons chewing up your polycounts.

Also, at lower levels, the flow of polygons along the contours of the sculpture, can yield much more graceful appearance.

Thanks Kerwin! Do you know of any good tutorials by any chance?

Thanks agian!

Ryan Kingslien covers retopology on the Gnomon Zbrush 3.1 tutorial - I believe there is one specifically on retopology at Gnomonology (cheaper).

Free options: Meats Meier (http://www.3dartspace.com) has free tutorials on his website and retopology is covered.

You should also learn how to do this in your main 3d application. For maya, there is an amazing plugin called Nex ( which is essentially Max’s Polyboost tools.) If your using Max, the polyboost set (now Graphite) is really awesome for this. These tools are superior to the the “current” retopology tools in Zbrush.

Knowing how to do this will make your life easier.

Cheers,

Matt

Thanks a lot Matt!