Lobo3433 opened this issue on Dec 15, 2020 ยท 63 posts
Torquinox posted Thu, 24 December 2020 at 10:15 AM
There are many ways to go about retopo. The need for good retopo is not restricted to Daz, Poser and Iclone. It's really about portability, making the model amenable to subdivision, and getting a good render in whatever target program. At least that's the way I've come to understand it all.
If you are staying in Blender, N-gons apparently matter less. Blender seems quite happy to render and manipulate N-gons all day long - At least for hard-body objects. When you get into figures and clothing, all the matters of topology come back into play.
Even with hard-body objects, I'm amazed the number of tutorials I've watched that advocate building the model poly-by-poly, spline by spline, loop-by-loop to get the best possible topology from the beginning. And then there are techniques for shrink-wrapping an imperfect complex surface (eg a car's air dam with cutouts) to a perfect and less complex surface (same air dam without cutouts) in order to straighten out inevitable, small topological problems. It's an art unto itself.
3D Coat provides decent tools for building the retopo shell as well as an auto-retopo feature. It also has very nice mapping and paint tools. The paradigm for modeling in 3D Coat should also work in Blender. It's a hybrid of sculpting and booleans using highly tesselated primitives. It's expected the end result will be dropped in for retopo. There are some poly modeling tools in the retopo room, but 3D Coat does not include a conventional poly modeler as a primary method for building models.