Retopology for Beginners in Blender 2.8 - Retopo the Correct Way
Why Blender Stack Exchange recommends it
Blender Stack Exchange users link it when someone needs a walkthrough of the sculpt-then-retopo workflow or a clean, evenly spaced quad mesh.
Recommended by 5 people across 4 different months, 2019 to 2023.
What it is
A 30-minute FlippedNormals tutorial teaching manual retopology in vanilla Blender 2.80 without addons beyond F2. It covers snapping, shrinkwrap and mirror modifier settings, then a hands-on retopo demo that applies to any character or 3D model.
What people said
Recommends Anthony Goodwin · 2019-08 · Blender Stack Exchange · on “Retopologizing this mess?”
Looks like this is the tutorial I'll be going off of. Had a feeling it would be a long and tedious process. [this video]
Recommends Moog · 2019-11 · Blender Stack Exchange · on “How to achieve good Topology”
It is possible to model (of course) but sculpt then retopo is a much more comfortable workflow. There's a great tutorial by FlippedNormals [this video] about retopo.
Recommends MortramLee · 2019-11 · Blender Stack Exchange · on “How to keep vertices from snapping to to wrong-side of mesh when retopologizing?”
I've got a mesh that I'm retopologizing as a practice-run to get used to the motions, having followed the method described in this video [this video] by FlippedNormals. Using 2.8, and settings are as follows: [LINK] [LINK] Everything is working as-expected, except that when I try to extrude down the length of the arm. [LINK] [LINK] Everything looks fine until I rotate the viewport and see that... [LINK] The vertices on the far-side of the retopology are snapping to points closest to the front, relative to the viewport at the time of extrusion. Is there a way to keep this from happening, and instead just have them snap to the expected-surface of the mesh? I'm not adverse to the idea of getting 2.7
Recommends brockmann · 2020-10 · Blender Stack Exchange · on “How to have equal size faces”
Manual retopo [this video] is the cleanest way to achieve that. Alternatively try the new volume remesh workflow [LINK] to get even sized quads.
Recommends GeorgFK · 2023-07 · Blender Stack Exchange · on “What is the correct way to remesh?”
Sadly, there is no perfect one-click solution to remesh. Any built-in way comes with its disadvantages. For sculpting, usually the voxel remesher in the mesh data tab is the best option, since for sculpting we don't care that much about optimized geometry, just the general shape and enough resolution to sculpt on. Other options are the decimate modifier as mentioned above (though that would be bad for sculpting, because you actually do want high density in your mesh for that), data remesh with quadriflow (usually voxel is preferable, but quadriflow may work better for you) or the remesh modifier. To preserve the pointiness of your model, the sharp option of the remesh modifier might work. If
Cites brockmann · 2021-07 · Blender Stack Exchange · on “How to import big mesh to Blender from photogrammetry”
You'd have to retopo the object, bake the textures to the low poly, animate and render - more work than you might think: [this video] and [LINK]