3 essential ZBrush retopology techniques

Retopology main
(Image credit: Glen Southern)

ZBrush retopology, or how to retopologise a model in general, is one thing that all 3D sculptors or 3D modellers have to master. Having a highly detailed model is only part of the process, and if you want to get that model out of ZBrush and over to an animation package, you're going to need a lower-polygon version of your model. 

That version also has to have topology that is good for rigging and will deform well enough to perform the required action. Even if you are making static items like rocks and trees, you will need good topology and accurate UV mapping to give you good texture maps. 

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Glen Southern

Glen runs SouthernGFX, a small Cheshire-based studio specialising in character and creature design, which creates assets for TV and film. Clients include SKY, Wacom and Oculus Medium and the studio has an impressive project list that features 3D models for Game of Thrones' house sigils. He's been using and training ZBrush for over 15 years and is a Wacom Ambassador for the UK and Ireland. 

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