9

Optimizing the Base Meshes

Now that we have successfully completed our base meshes, we need to optimize their geometry in order to be able to do things such as unwrap, add textures, and pose them (which will be covered in the next chapter). The thing is, unlike with models made with regular poly modeling, the geometry usually left by sculpting is too messy and dense to be dealt with by just dissolving edges or merging vertices. Rather, we’ll recreate the model from scratch with much cleaner geometry, using the high-density mesh as a base to lay the new polygons on, in a process known as retopology.

In this chapter, we’ll cover the following topics:

  • The basics of good topology on a sculpt
  • How to retopologize a humanoid character
  • How to unwrap ...

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