Intro to Retopology

Before we begin, I want to give a special mention to Principal Character Artist Tom Parker. I don't know Tom, Tom doesn't know me, but I've been following his work for years and years, and he's been an inspiration to me since at least 2012. A lot of the topological flow that I reference in this chapter is based on his Base mesh, which can be found here https://www.artstation.com/artwork/3oyVag.

As we discussed before, the process of converting a highpoly object into a lowpoly object is called "Retopologization", or "retopo" for short. Truthfully "Retopologization" simply means any creation, modification, or recreation of some existing topology - but in general when anyone says "retopology" in this field, they are almost always referring to the process outlined in this chapter.

A timelapse example of the average retopology process.

The purpose of retopologization is simple - to change an existing topology to achieve something that the original geometry could not facilitate.

This can manifest in several specific examples:

  • To lower the polygon count of the object

  • To improve the edge flow (which we may need to do to facilitate animation, for example)

  • To improve quad layout or quad density (to facilitate easier sculpting or a better concentration of geometry)

  • To convert scan or scientific topology into otherwise workable artistic topology

  • To create certain desireable surface normals

  • etc

To get started, we will be retoplogizing Micheal Angelos David:

Please download the .STL of Micheal Angelos david from the following link.

Make a new Blend File (dedicating a folder to it and suffixing it _001), delete the existing scene objects, and import the STL into that file, like so:

By default, you will not see anything:

But if you expand the side pannel with the "N" hotkey, you will notice some peculiar dimensions:

Recall back to the earlier Scene chapter, where we discussed scale, meters, and centimeters. We established that when we move between programs, we will typically encounter a scale miss match error - this is normal, and to be expected. We established that 100x or 0.01x will almost always be the discrepancy. I want you to set David's head scale to 0.01, 0.01, 0.01, like so:

Apply this, with your CTRL+A menu:

In addition, please position the head so that it mostly faces scene forward, and is mostly center. As this is a marble bust in an asymettric pose, we cannot get this perfect, but mostly fine will be ok for our purposes.

I have set my scene up, like so:

Remember to apply your Location, Rotation, and Scale.

Save your work (incrementally).

You're now ready to begin retopology! Please watch the video series below:

🛑⚠️🚧Content not yet finished 🚧⚠️🛑

Everything below represents notes for Sepha to finish the YouTube vid and article with.

Show the actual retopology process.

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