How do you approach edge loops and symmetry around joints in manual retopology?
#1
I'm a beginner 3D modeler working on a stylized character for a personal game project. My high-poly sculpt in ZBrush has great detail, but it's a complete mess for animation with millions of polygons and terrible topology. I need to create a clean, low-poly game-ready mesh, but I'm overwhelmed by the retopology process. I've tried ZBrush's ZRemesher and Blender's automatic tools, but the edge flow never follows the muscle groups correctly for deformation. For artists experienced with manual retopology techniques, what's your preferred workflow? Do you retopo directly in Blender, use a dedicated tool like TopoGun, or stick with ZBrush's manual tools? What are your strategies for planning edge loops around joints like shoulders and elbows, and how do you maintain symmetry efficiently?
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