In Review

In this chapter, you’ve learned how to retopologize meshes with arbitrary topology, be they high-poly sculpts or a collection of separate primitives, to create smooth, clean topology that subdivides well. We’ve discussed ways to use Blender’s Snapping tools to retopologize meshes, as well as alternative methods, such as the Bsurfaces add-on and the Shrinkwrap modifier. We moved on to using these tools to retopologize the meshes we created in earlier chapters with new, better topology.

In Chapter 8, we’ll unwrap this new topology to provide it with texture coordinates before baking and painting textures for our final models in Chapter 10 and Chapter 11. The improvements that we’ve made to our models in this chapter will make that process ...

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