Topology






After the high-poly model is made, it cannot be directly imported into the game engine or animation software for use, because there are too many polygons in the high-poly model, so I have to topology the high-polygon model to the low-polygon model before use. I did not use maya to make the low-polygon model when topology objects like whiskers. Instead, I copied the same model in zbrush and used the zremesher tool to rewire the model to fewer polygons. Then I used the Move brush and the transparency tool to adjust the match between the low poly model and the high poly model so that I didn’t have too much deviation when baking later.