How did I deal with… Developing a Manual Retopology Worklow for XReality Assets
You need clean, simple topology for XReality assets because your upload times depend on your topology count. That’s why I decided to use manual retopology based on edge loops, following a couple of rules:
• Production time scalability
• Reusing finished models via database tags
• Using staff’s organic modeling background
• Facilitating clean, intuitive, user‑friendly UVW for the texturing team
• Reusing different textures for variations of the same model
• Evaluating via smooth nodes with only one subdivision
• Allowing clean transitions between sharp and soft curvatures (Bevels don’t comply with this parameter).
Once blocked out, reconstructing topology on details to reuse one single piece on further variations of the same model. Click the link to read the original article: https://www.3dartviz.com/skills/skills-3d/modeling/modeling-prop-asset-xreality.html#retopology