Reply To: Is there any reason not to go straight to game-ready retopology?

Forum Archive Is there any reason not to go straight to game-ready retopology? Reply To: Is there any reason not to go straight to game-ready retopology?

#25700
Kent Trammell
Participant

    No I wouldn’t recommend it for the same reason. I would recommend it for this reason: If you wanted to sculpt super-high-frequency details, like skin pores. Because an intermediate retopology transitions a sculpt from dyntopo (does worse with high-polycounts) over to multires (does better with high-polycounts). That’s the best way for squeezing the maximum amount of sculpt detail with Blender in my experience.

    If you stick purely with dyntopo, Blender will bog down at skin pore detail – even become unusable. But I’ve been as high as 24 million polys with multires sculpting and it still be workable. Slow and choppy, but workable.

    If you don’t need to sculpt that high-frequency detail, no intermediate retopo would be necessary.