Retopo with quad remesher

I’m very new in learning retopology and I was wondering why does the new retopology makes a high poly mesh look not like the original mesh??? Am I doing something wrong

The first pic is when I remeshed it to get my retopo using quad remesher is this normal?? I want to have my retopology and not have my mesh look blurred like this

Quad remeshing isn’t really retopology in the colloquial sense of the word*- specifically, remeshing won’t give you the correct topology for animation, as it doesn’t create the proper edge flow/loops for things like the nasolabial crease or the shoulders. Remeshing is how you make something you don’t plan on animating lower poly, but since I assume you’re animating this (since it’s in T-pose), you’re going to have to do retopo yourself.

I have some videos to watch that may be helpful:

*Pedanticism

Technically, yes, remeshing is retopologizing. I use colloquial to mean that to the average animator, this is not acceptable retopology for animation, and if you asked an animator to retopologize something, they wouldn’t use this method.

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Thankssss @joseph I have 2 more questions

  1. What do I do after retopologizing?? Do I go right to unwrapping or to materials and textures or what??

  2. If I have a object in my animation that’s not gonna have a lot of movement for ex; the rug in the scene is gonna get played with like tug o war or something, does that have to have retopo also because it’s gonna get moved around

UV are always first prior to texturing/materials, so first do the uvs because textures will depend on how your uv maps are unwrap…

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Retopo > UV unwrapping > Materials. You don’t want to work on materials until you’re 100% done with your mapping and topology.

No need to retopologize anything that won’t be deformed- if the mesh will change its shape during animation, you need to retopologize. Otherwise, it doesn’t matter :slight_smile:

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depends, if the rug has hair particles in it for example or not even, and you want to “drag it” (with cloth simulation? or just moving the rug in one axis pretending its dragging :joy::joy:) then you need subdivisions in the rug, and bit of sculpting (i recommend cloth sculpting brushes instead, if you want to stay away from using cloth sim in this simple case)

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