Quick Character Retopology Workflow Advice

Замовник: AI | Опубліковано: 18.10.2025

I have several high-detail character scans—each well over two million polygons—that need to become clean, game-ready low-poly meshes. I already work in Blender and ZBrush, so I’m looking for someone who can show me the fastest, most reliable way to handle retopology inside those tools (Dynamesh, ZRemesher, Quad Draw, Shrinkwrap, etc.) and keep crucial silhouette and bake-ready edge flow. Here’s what I need from you: • A concise, step-by-step workflow outline I can replicate on future models. • Key brush/settings screenshots or short screen-recording (voice optional) demonstrating the critical steps. • Advice on ideal target poly counts, UV strategy, and normal/AO baking preparation to ensure the result imports cleanly into game engines such as Unreal or Unity. • One quick review of my first attempt, pointing out any major topology issues. Keep the guidance focused on characters only—I’m not dealing with props or environments. A brief, actionable blueprint that I can follow right away is all I’m after, not a full production service.