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I have mentioned a couple of times
in the previous chapters,
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that it is not always necessary
to retopologize the clothes.
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So what is retopology
and why should we bother at all?
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Retopology is about creating a clean, low poly mesh
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that approximates a high poly geometry.
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With new technology like Nanite in Unreal Engine 5,
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this step might become obsolete at one point.
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For now, Nanite only supports static meshes.
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So for skeletal meshes we still need
to pay attention to the poly count.
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So, optimization is one obvious reason
to retopologize our clothes.
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But there are a couple of other
maybe not so obvious advantages
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of creating a clean mesh.
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First, it is a lot easier to work
with a clean topology.
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Making adjustments to a triangulated mesh
that comes out of Marvelous Designer
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can be a nightmare.
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With quads, you can easily work
with edge loops, bevels, and so on.
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You have no loose or non-manifold vertices on your mesh,
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that could create holes in the mesh
when you animate the character.
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Second, certain modifiers
like solidify and subdivision
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produce much cleaner and better results.
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The subdivision operation
actually requires quads
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for its mathematical operations and
does not work well on triangles at all.
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Third, UV unwrapping is much easier and more flexible.
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You can quickly define your seams
and optimize the UV layout.
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And lastly, you usually get cleaner
bakes in Substance Painter,
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and can quickly make adjustments
to avoid artifacts in the baking process.
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Well, okay...
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So what speaks against retopology then?
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Well, for one, retopology is
sometimes tedious
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and really time consuming.
It's a process that not everybody enjoys.
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Second, in many cases,
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it doesn't necessarily give better results
in terms of deformation.
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Third, you will lose the UV layout that
you created in Marvelous Designer.
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So, if you apply materials
and textures in Marvelous,
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and want to use the texture maps
that you exported along with the OBJ file,
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you cannot (without a great amount
of effort) recreate the UV layout
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to match the original one.
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And of course, if you are using
the alembic workflow for simulated cloth animation,
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retopology doesn't even make sense.
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So those are the pros and cons
for doing retopology.
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As for the point
that the process is tedious and long,
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the tools have really improved
in recent years.
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ZBrush, 3D Coat and other tools
even offer automatic remeshing
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with quite good results.
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Marvelous Designer has some
options as well to make the process fast and enjoyable.
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I usually prefer to retopologize my models.
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I think it's a time investment
that pays off in the end,
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especially if you create characters
for a game engine like we do here.
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In the next chapter, we will create a low
poly version of our clothes using Marvelous Designer.
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