A quick guide to using Blenders Retopo(logy) tool
The follow written tutorial is a summary of the main steps needed
when making use of Blender 3D's 'retopo' tool to rebuild a low poly
mesh over the top of a high poly model. It's assumed you know the
basics of how to move around in Blender as well as some of the more
common functions and features.
Retopo is short for 'retopology', the process of recreating a
low poly model based on a much higher resolution object. This
high poly object acts as a 'template' over which the low poly version
is 'redrawn', giving at the end of the process, a second skin of sorts
over the underlying model. The lower poly mesh can then be used for
a number of things including the baking of the high poly to create
normal maps UVWmapped to the retopo'd mesh, very useful for current
generation normal mapped terrain's that require greater visual depth
without the expense of the huge triangle count usually associated
with such detail.
IMPORTANT NOTE : It's worth pointing out here
that the actual accuracy of the results are dependant on the user and not the tool itself; how you use retopo to redraw or
describe the shape of the highpoly mesh will determine the accuracy
of the mesh - the more vertices (and hence faces) you create,
the more accurate the mesh.
Snap Cursor to object centre ^
Before beginning it's best to centre the cursor on the object that's
about to be Retopo'd. Select the high poly mesh that's being used
as a basis over which the retopo tool is to be 'drawn' and use the
cursor snap menu to position the 3D cursor at the objects POO (Point
Of Origin).
Design note : objects are placed into a scene based on where
the 3D cursor is so it's best to centre it so objects aren't added
too far away from the main mesh.
Once the object is selected and the cursor snapped to it, the Retopo
process can begin
Add a 'plane' mesh (primitive) object ^
For Retopo to work it needs an 'empty' object, this isn't the same
as a proper 'empty' (which is a helper/target marker), but instead
a mesh object that contains no vertex or face data. To do this simply
add a mesh 'primitive' to the scene... (cont. below)
Adding a 'plane' mesh object
Delete all vertices ^
(cont. from above)... and then select all the objects mesh data
(vertices, faces, etc.) and delete them. All that should remain is
the objects POO (Point Of Origin). Depending on which edit select
mode you're in Vertices/Edges/Faces you can "Delete All"
or the specific components you see, i.e."Delete Vertices"
to remove all the vertices from the object (which will incedently
delete face data).
Design note : When adding a mesh Blender will place you
automatically into edit mode, press 'TAB' to toggle in and
out of edit mode as you work when necessary.
Deleting vertices to leave a 'clean' POO behind before retopo can
begin
Creating/adding vertexes (vertices) ^
At this point 'retopology' can begin by adding vertices along the
contours of the higher poly object; in the "Mesh"
panel click the button marked "Retopo" to turn on the tool
and then begin by LMB clicking somewhere on the mesh to start the
path (edge-loop), pressing Ctrl+LMB to add new vertices to
the edge-loop chain.
As you work each vertex should 'snap' to the mesh directly under
it, if it doesn't appear to be doing this turning on 'X-ray' from
the Object buttons window (F7) should reveal where they are; due to
the nature of retopo'ing lines of vertices may appear hidden from
view because they don't follow the greater profile of the high-poly
mesh.
Design note : it's useful here to turn off the mesh edit
gizmo (the green, red and blue directional device used to show direction
when working with selected objects) by clicking the little 'hand'
icon in the 3D view-port header (has the word 'Global' next to it).
Laying down and adding vertices to a chain of vertices (edge-loop)
Creating polygon faces from vertices ^
Once the initial set of edge-loops have been placed (a 'top' and
'bottom' set) it's best to 'fill' them with a polygon; using fill
allows you to see how the faces are sitting over the underlying high
resolution mesh making it easier to see at a glance how the object
is taking shape.
-
SHORTCUT KEYS
Ctrl+TAB to change edit mode selection to vertex/edge/face,
click 'Edge'. RMB and Shift+RMB to select any
two edges and then press 'F' to 'fill' the selected whole
with a quadratic or triangular polygon. Deselect ('A') and
reselect two more and repeat the above until the polygons are placed
how the should be.
Design note : it's best to do
this one face at a time so you can control the layout and orientation
of the polygons as they follow the contours of the edge-loops (vertex
chains).
The pink area above is a newly created polygon face after selecting
two edges and pressing the 'F' key
Selecting a vertex and continuing ^
Once the first edge-loop is filled with faces the rest of the retopo'd
mesh needs to be completed, simply select a vertex (usually along
an edge somewhere) and hold the Ctrl key down whilst LMB clicking
as before. Follow the contours and keep going until the whole mesh
is covered.
-
SHORTCUT KEYS
Ctrl+TAB to change edit mode selection to vertex/edge/face,
click 'Edge'. RMB and Shift+RMB to select any
two edges and then press 'F' to 'fill' the selected 'hole'
with a quadratic or triangular polygon. Deselect ('A') and
reselect two more and repeat the above until the polygons are placed
how the should be.
Selecting a vertex along the edge of the low poly retopo work so
the mesh can be continued
Final retopo'd mesh surface ^
Covering the high resolution mesh with a retopo'd low version should
result in a 'skin' approximating the shape and contours of the highpoly.
If further tweaking is needed it's just a simple matter of going back
into the mesh (re-entering edit mode) and subdividing edges to create
new vertices (and edge-loops) which can be manipulated to follow the
underlying model more precisely
Design note : If/when the mesh needs to be further tweaked
by creating new vertices it's best to make sure the retopo is
still on or turned on so the additional vertices snap
and slide along the underlying mesh adhering to its shape as they
are manipulated.
Low poly Retopo'd mesh in edit mode showing vertex chains (edge-loops)
In object mode with "Set Solid" active showing polygon
faceting
Set Smooth active
YouTube video of the retopo process (no audio) ^