How to retopo a model with the same quality as the sculpt

I made a wolverine sculpt using sculptris and how do I retopo the whole thing down to last detail ??

If you don’t mind me asking: Wouldn’t doing what you suggest completely defy the logic of retopo?
I mean, why retopologize at all, if you end up with a mesh that’s most likely as geometry-heavy as the initial sculpt?

It really depends on how much detail that specific sculpt has? Can you show as a pic of the wolverine and also a couple of closeups of those details that you wish to model, it would make our jobs much easier?

if you need high res and quads
then convert to tris and apply subsurf level one
you get all quads mesh

happy bl

any alternatives to baking normals , The bake option in blender seems to be flat and giving a not so smooth result

You’re not giving people much information on which to base solutions. :slight_smile:

If you don’t want to upload a blend file, some images of what you’re doing might be of some help.

For example, I don’t really know what you mean by “the bake option seems to be flat”. Or giving a “not so smooth result”. Without any frame of reference, it could be a few things.