
Second, your new model should be a similar shape to that of the high poly object. The modifier will scale down the model to fit the high poly target. First, ensure that the low poly is either as large or larger than the high poly version. There are a few rules to keep in mind here. It is to this object that we will apply the shrinkwrap modifier on to. To use the shrinkwrap modifier, add a second object to your scene that will act as the low poly version. If it is used correctly, the low poly version can maintain 98% of the detail of its high poly counterpart while being much easier to use due to its clean topology. The third stage uses a process known as baking to map the details of the higher poly model onto the lower poly version in the form of a bump or normal map. The idea is for the shape of these models to overlap effectively across the surface so that we can move on to stage three. The second stage involves the creation of a second low poly model that uses the high poly version as the base for its shape. Still, if it requires retopology, then it is more likely that the model would have been sculpted in sculpt mode, allowing the artist to create all the detail that they require. The first stage of retopology is the initial high poly model, which can be constructed using traditional modeling tools. However, the art of retopology is important to models that may be used for more complex operations such as animations, which can be in form of a short film, advertisement, or video game. While using a lower poly version may result in a reduction to render times, the process of retopology is slow and tedious, so its benefits of it are negated. For example, if you are creating objects for simple image rendering, there may not be much point in retopologizing the model to a lower form. The idea is to take a high poly version of an object and convert it into a lower poly version of the model, often without the reduction of detail on the model’s surface. If you are new to 3D modeling, then you may be unaware of the process of retopologizing your model. This helps as it is one of the less enjoyable aspects of being a 3D artist.

If you can learn to use the shrinkwrap modifier effectively, you can significantly reduce the time spent on the retopology phase. Then using the shrinkwrap modifier, the mesh will wrap itself around the object’s surface and is particularly effective if the high poly has poor topology. This involves taking a basic shape and scaling it up to appear larger than the higher poly mesh.

One of the fastest methods of retopology is to use the shrinkwrap modifier. When creating objects for video games, the traditional process involves creating high poly models for our designs first before creating a low poly version using a form of retopology and then using the baking tools to map those high poly details onto the low poly version of the model.
