Now that I’m done generating all 10 new monsters, I’m going to be re-topologizing each one and importing them into blender, and preparing them for animation. Working in phases like this allows me to streamline my work, doing similar operations all at once. It is very much like an assembly line.

Using Zbrush for Re-Topology

It seems to be an unpopular choice, but Zbrush can be used for retopology. I try to avoid excessive imports and exports between programs, and one artist I follow stated that it is best to do as much dev in Zbrush as possible, even up to the re-topology process.

 

Retopologized in Zbrush

Since zbrush has added more features in the topology brush, and topology related operations, I find Zbrush is now preferable to what I was using previously, Topogun.

This process has allowed me to generate the texture and normal maps perfectly, while staying true to the design.

Compare the two images in this GIF:

 

High / Low Poly ComparisonI could have gone into greater detail to preserve the minor bumps in the low poly version, but that makes the character less optimal for in-game use.

After much consideration, I do find the differences negligible between the two, and certainly nothing that would matter in a game setting.