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(For more resources on the subject, see here.)
You can download the finished creature by clicking here.
Okay, we’ve got our high-poly mesh ready. But in order to bring it into a game engine, we need to build a low-polygon mesh from it. Because we used ZSketch in the beginning, we now create the low-poly mesh at the end of the process. This step is called retopologizing, or in most cases just retopo, because it creates a mesh with a new topology and projects the details from the high-poly onto it. In this way, we end up with a mesh with a clean and optimized topology and all of the high resolution details that we sculpted in earlier.
This process can also be done in other major 3D applications such as Blender, 3ds Max, and so on. Honestly, I would prefer the retopologizing in Blender over that of ZBrush, as I find it a bit more robust. Nonetheless, the results are the same. So let’s see how we can do this in ZBrush
Before retopologizing, we should be clear about these points:
With these three points in mind, let’s start retopologizing
Retopologize commands
When in retopologize mode, left-clicking adds a new vertex and an edge connecting it to the last selected vertex. If we want to start out from a different vertex, we can select a new starting point by Ctrl + left-clicking. Deleting points can be done by Alt + left-clicking. When you miss the point you wanted to delete, the last selected one gets deleted instead, so be careful about that.
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