Shrinkwrap is a very usefull modifier when you retopo a sculpt, as for the retopo to recapture the details of your original sculpt , you add subsurf to increase the facecount then add a shrinkwrap to have the vertices reprojected on the target sculpt.
But when you get higher in subsurf level, the shrinkwrap can do some really bad job.
NOTE : you can download the .blend of this example (contain both the sculpt and the retopo) to test by yourself :
I made this dragon head in Sculptris last year and imported it into Blender
It’s not very high poly due to it being made with Sculptris, but it’s full triangles with topology not really exploitable, due to being made in Sculptris.
So in Blender 2.6x i did a manual retopo, a simple one with each vertices moved manually and “snapped to surface”.
Now let’s add 1 level of Subdivision Surface modifier and a Shrinkwrap modifier so the subsurfed model recapture the details
That’s actually very nice
Let’s go with another level of Subdivision to get better details
It looks good, but it seems at the upper right part of the brow, something odd is going on.
But more subsurf levels are needed to get the same level of details as in the sculpt
So another level of subdivision
Ok, now the problem in the brow become more and more obvious :
Other level of subdivisions makes this problem really clear :
Very very bad.
Let’s try in the Shrinkwrap modifier to use “Project” instead of “Nearest Surface Point”, after all my vertices due to the retopo being manually done are all snapping to surface, so projecting them should then be good.
And it seems, the brow is very good if i switch the Shrinkwrap to “Project”, unlike with “Nearest Surface Point” :
But that’s for only the brow, because if i now look at the whole model using “Project” :
Results even worse.
Any other example guys ? Any hints at how to obtain good results with shrinkwrap everytime ?