How to retopologize clothing in Blender
Sculpted and simulated cloth looks right but is far too heavy and too messy to rig. Retopology draws a new, clean skin over it.
What you need
- Blender
- The dense garment as a reference
Steps
- Set up snapping. Create a new mesh, turn on snapping to Face with Project Individual Elements, and add a Shrinkwrap modifier aimed at the dense garment.
- Lay down the main loops. Start with rings of quads round the openings - neck, waist, cuffs, hem - and round every joint.
- Fill between them. Connect the rings with even quads. Follow the big folds; ignore the small ones, they will come from the normal map.
- Add loops where it bends. Give elbows, knees and shoulders extra loops so there is geometry to fold.
- Check the count. Look at the triangle count in the statistics overlay and remove loops that do no work.
- Finish. Apply the Shrinkwrap, add thickness only where edges are seen, and unwrap the new mesh.
Tips
- Even quads deform and bake better than long thin ones.
- Automatic remeshers are a fine start for flat areas; redo the joints by hand.
- Keep the dense version: you bake from it.
Next
Words you do not know? See the glossary. All guides: how-to guides.
This page is a written overview. In the SL Designers video courses you watch clothing being made from start to finish, and our Blender addons take over much of the technical work.