Retopology
 
Retopology is the act of recreating an existing surface with more optimal geometry that is a clean and quad-based mesh. It is the process of converting high-resolution models into something much smaller and into simplified versions that can be used for animation.


  • The artistically-driven nature of modern 3D sculpting allows for a fast workflow and stunning results, but the sculpted mesh is often messy, cluttered, tangled and unsuitable for animating or applying textures.

  • The process of sculpting in tools like ZBrush, Mudbox or Blender results in high resolution models with many unnecessary polygons.

  • While a 3D artist would build a mesh polygon-by-polygon (box modeling), digital sculpting is a more intuitive process that lends itself better to how artists think.

  • The downside is that you have to create a lot of polygons to sculpt the curves you need. And too much detail will slow down even the most powerful computer. That’s where retopology comes in.

  • The main use of retopology is to get a polygon mesh at a smaller file size that’s useable for animation. Complex meshes are difficult to animate.

  • It is necessary to limit the polygon count of any 3D model when it’s used for animation.

  • Through retopology, you recover a more efficient 3D surface that’s better for texturing and animating either for animated film or video games.

  • The surface of a character would be approximated using the simplest forms possible. Later more details could be added, but the original mesh would be preserved for animation.

  • The bottom line is that in this way you can preserve the details you get from high-resolution work, but still generate a model that runs smoothly with animation.