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ZBrush Digital Sculpting Human Anatomy by Scott Spencer

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Chapter 8. Remeshing

Remeshing

Now that the sculpting phase is complete, you may decide your model needs to become part of an animation pipeline for fIlm or video games. The base mesh you created in Chapter 1 is ideal for the process of sculpting the character, but it is not suited for rigging and texture mapping. In this chapter, you will learn how to rebuild the underlying topology to be suitable for such applications. Remeshing, also known as retopology, is the process of creating a new underlying base topology for a model while retaining the high-resolution detail of the original sculpture. This can involve creating a new ZTool that retains the multiple ...

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