Manual reto attempt

For my application I have a strict poly count limit, so I watched some Youtube tutorials (including Grant’s dragon head) and tried myself on manual retopo. The problem I’m facing (quite literally :skull:) is that with my low poly count, a lot of the original mesh is poking through (gray in the screenshots, red is the low poly mesh). Will this cause me a headache later on or to what degree is it acceptable? I’m planning this to be an animated main character in a game.


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Some poking through is inevitable with any lower retopology. Things like the extrusion bake factor usually sort that out. May take several experiments with the amount of extrusion factor.

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Thanks for your reply. Okay, I will carry on then and see how it behaves when baked and animated.

Btw, I made an edit in my post - the red is the new low poly mesh, gray is the original high poly.

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