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Low Poly or Retopologize Workflow?
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Forgive me for the newbish question, but as someone who tinkers with game design I was wondering if I should start with a high poly mesh in zbrush and retopologize it or start with a low poly and add details in for a normal map in zbrush. I like both workflows a lot in concept but it feels to me like low poly is popular among indies and high is popular with big studios. In otherwords it doesn't sound like starting with a high poly mesh is bad for the final result if the studios who push graphics the most prefer it. I get that scaling down from a high poly is never a good idea but with normal maps being the standard why should I have to leave zbrush to make a character model?

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6 years ago