So this thread is my specific case follow up to this thread:
modeling is the merger of 2 characteristics – art and geometry. Art has to do with the shape, size, details, basically how the model looks . Geometry has to do wih how the model is made , quad faces, even face area, consistent edge flow. In the process of modelling it is often easiest to separate the two – i.e. start sculpting or box modeling, and ignore all rules for good geometry, just get the model to have the shape you want it to have. then, go back over it and retopologize it, this time the shape is taken care of, so all you have to worry about is good geometry.
If you’re goal is to create a single still image, retopo may be unnecessary, but if your goal is animation, clean topology is critically important.
So I experimented this by altering a Gorilla 3d model artistically, and now comes the matter of retopologize it. Upon researching the methods available, I came across Metin Seven’s profile here where he compared Zbrush Zremesher, 3d Coat Autotopo and Blender’s tools.
I’m looking into finding the most suitable method of cleaning the topology of my low poly model. I have Zbrush 15 but I came to realize that its zremesher doesn’t work on models with moderate to low poly count.
I’m actually new to retopology as a art itself and all this time, initially hoping to get it done automatically or through other software. Can someone recommend what is the best methodology to cleaning my models topology into quads for purpose of animation and deformation?
Blizzard.003.blend1 (498.9 KB)