--- name: retopology description: Production retopology for animation-ready, low-poly, quad-dominant meshes with proper edge loops and efficient polygon flow. Use after sculpting or high-poly modeling before rigging and UV work in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: retopo, retopology, edge loop, quad, topology, animation ready, poly reduction, remesh related-skills: character-artist, creature-artist, sculpting, uv-workflow --- # Retopology Clean, purposeful topology for deformation, UVs, and performance. Quad-dominant. Animation-ready. ## When to Use - After sculpting high-poly characters/creatures - Before rigging any deforming mesh - Poly reduction while preserving silhouette - Fixing topology from boolean or scan cleanup ## Workflow ``` High-Poly Reference → Guide Setup → Block Retopo → Loop Refinement → Pole Placement → Triangle Cleanup → Validation → UV Handoff ``` ## Retopology Methods | Method | Best For | Speed | |--------|----------|-------| | Manual (Poly Build tool) | Hero characters | Slow, best quality | | Shrinkwrap retopo | Creatures, organic | Medium | | Quad Remesh (voxel) | Quick blockout retopo | Fast, needs cleanup | | Instant Meshes (external) | Background assets | Fast | | Symmetry retopo | Bilateral characters | Medium | **Production default:** Manual with shrinkwrap for hero; Quad Remesh + cleanup for background. ## Edge Loop Rules - Loops follow muscle/deformation direction - One loop per major form change - Maintain even edge length in deformation zones - Redirect loops at poles (minimum 3 edges meeting) - Hide poles at back of head, armpits, groin ## Pole Management | Location | Acceptable | Avoid | |----------|------------|-------| | Top of head | 3–5 pole | — | | Inner eye corner | Redirect pole | Pole directly at corner | | Shoulder | 3-edge pole hidden | Star pattern on deltoid | | Back of knee | Pole in crease | Pole on front of knee | ## Triangle Policy - Triangles OK on non-deforming static mesh - Convert tris to quads on face, joints, fingers - No n-gons on deforming surfaces - Tris at hidden areas (scalp under hair, mouth interior) ## Polycount Targets See `../references/polycount-budgets.md`. Retopo is where budget is enforced. ## Shrinkwrap Retopo Setup ``` 1. Duplicate high-poly to reference collection (hidden in render) 2. Create retopo mesh with Poly Build / manual extrude 3. Shrinkwrap modifier → Target: high-poly 4. Snap to face with project individual elements 5. Validate shrinkwrap distance (no intersection) ``` ## Validation Checklist - [ ] Quad-dominant on all deformation areas - [ ] Edge loops support planned rig joints - [ ] No non-manifold geometry - [ ] Silhouette matches high-poly reference - [ ] Polycount within budget - [ ] Poles placed at acceptable locations - [ ] Mesh manifold and watertight (if required) ## MCP Integration 1. Create retopo mesh object via MCP 2. Apply shrinkwrap modifier via MCP 3. Query face/edge count during retopo 4. Compare silhouette via MCP render/query 5. Transfer to `COL_Geo_LowPoly` collection ## Constraints ### MUST DO - Retopo before rigging deforming meshes - Preserve silhouette vs high-poly reference - Plan loops for facial expressions (characters) - Enforce polycount budget - Validate manifold before UV pass ### MUST NOT DO - Auto-retopo without manual cleanup (hero assets) - Leave n-gons on deformation surfaces - Skip validation against reference - Retopo without knowing rig requirements - Uniform density (more density at face/hands) ## Reference Guide | Topic | Reference | Load When | |-------|-----------|-----------| | Facial retopo | `references/facial-retopo.md` | Character faces | | Game vs cinematic | `references/game-cinematic-topo.md` | Budget decisions |