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Retopo of very LOWRES hard edge shapes over HIGHRES shapes with rounded edges


tiburbage
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I've been meaning to ask this question for some time... In many cases, especially when creating hard surface model shapes using Voxels, you end up with shapes which often have the nicely rounded over edges for edges which would otherwise be sharp angle. Imagine a simple form which is essentially a cube, but with those nicely "beveled" edges just as you want the model in the end to look like.

In an optimized game asset workflow, the objective is often create quite low poly shapes over your HIGHRES shapes, with sharp angle edges rather than chamfered or beveled, with the intent that you will bake the HIGHRES to this retopo LOWRES, capturing the edge rounding to Normal map.

 

In the Retopo room, how would you go about creating your sharp angle LOWRES retopo shapes, conforming to the HIGHRES shape in terms of faces/face normals, but in this case where you do not want the sharp angle edge vertices to snap to the surface (they need to remain offset)?

 

Edited by tiburbage
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If you turn snap = ON > you cant.

Use the sculpt mesh as reference to polymodeling the lowpoly mesh. The sculpt mesh is the blockout base mesh.

My workflow:

Create a low poly mesh as reference blockout (modeling room).
Switch to sculpt room to add medium details (avoid overworking)
If you polypaint, only add base colors (polypaint make the project files huge) 
Switch to retopo room to create Low poly mesh making face cleanup.
Bake
Paint color and fine normal details
Export

This video is related to ZB, but the process is very similar. Take it as example

 

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