Your character looks great, but it’s not animation-ready yet?
The Workflow
- Sculpt freely (DynTopo or Voxel Remesh) to nail silhouette and forms.
- Create the low-poly animation mesh:
- Retopo with clean loops (eyes, mouth, shoulders, hips).
- UV unwrap the retopo mesh (aim for consistent texel density).
- Bake detail from sculpt to retopo:
- Normal, AO, and optionally Displacement
- Rig the retopo mesh (Rigify or your rig), then weight paint.
- Test extreme poses early (shoulders/hips expose issues fast).
The Usage
This is the dependable “studio pipeline” order: you keep the sculpt quality, gain animation-friendly topology, and end up with textures that preserve detail without dragging performance.