Hi guys,
After starting with blender a year ago I’m finally ready to do my own game assets.
After watching many tutorials about retopology and trying some models myself I came across Mesh Analysis in blender and now I wonder if face distortion of quads is much of a problem.
I realized that it’s nearly impossible to do retopology (by hand) without at least some distortion, if I want to stay close to the hipoly model.
As I understand quad distortion is bad if you generate film sequences but it’s not so much of a problem if you’re going to export your models into a game engine, since quads get triangulated anyway.
Any advice on this? How do you work around face distortion when doing retopology?
Thanks in advance
Thomas