MAKING PROGRESS IN RETOPOLOGY HELL
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MAKING PROGRESS IN RETOPOLOGY HELL
WIP: Retopology Completed + Starting Rope/Wrapping Details
Overview
At this stage, I’ve completed the retopology for the full prop, meaning the low-poly structure is now finished across the blade, skull area, handle, and supporting parts. With the low-poly complete, I’m moving on to the next detail step: creating the rope/wrap around the sword to match the reference.
Retopology Status (Completed)
Finishing retopology is a big milestone because it confirms the prop is now in a clean, game-ready state and ready for the next workflow stages. The main focus during retopo was keeping the silhouette accurate while maintaining efficient topology that will bake well.
Next Detail: Rope / Handle Wrapping
Now I’m starting the rope/wrap work to match the reference look. This detail is important because it adds texture and realism to the handle area and helps the prop feel more believable in close-up shots.
My main focus for the wrap is:
keeping the wrap pattern consistent and readable
matching how the wrap sits and overlaps in the reference
making sure it doesn’t look too perfect (small variation helps it feel real)
keeping it controlled so it won’t create problems later during UVs and baking
Next Steps
Finish the rope/wrap placement and make sure it matches the reference
Decide what needs to be actual geometry vs what can be handled in textures
Start UV unwrapping once the final low-poly details are locked
Prepare for baking after UVs are complete
References
Epic Armoury (n.d.) Bone Chopper – 100 cm. Available at: https://epicarmoury.com/products/1916-bone-chopper-100-cm
WIP: Handle Low-Poly Completed + Iron Piece & Small Details
Overview
Today I completed the low-poly version of the handle for my Bone Chopper hero prop. Along with that, I created a low-poly version of the iron piece that sits under the skull and connects into the handle, and I also modelled additional small details like bolts to support the design and match the reference.
What I Completed
For this update, I focused on finishing the handle area and adding the supporting elements that help the prop feel more believable and structurally connected:
Handle low-poly: Clean, game-ready topology that keeps the shape accurate while staying efficient.
Iron piece (under the skull): A separate low-poly part that makes the skull area feel properly attached and reinforced.
Extra details: Small elements such as bolts, added to break up surfaces and enhance realism without overcomplicating the mesh.
Progress Notes
My priority was keeping the low-poly clean and bake-friendly while still holding the important shapes. I’m adding detail in a controlled way—only where it improves the silhouette, supports the design, or will show clearly in the final renders.
Next Steps
Do a full low-poly check (blade + skull + handle + iron piece + bolts)
Fix any shading issues before UVs
Start planning seams and move into UV unwrapping
Prepare for baking once UVs are complete
References
Epic Armoury (n.d.) Bone Chopper – 100 cm. Available at: https://epicarmoury.com/products/1916-bone-chopper-100-cm
WIP: Blade Retopology Completed
Overview
Today I completed the retopology for the blade of my Bone Chopper hero prop in Blender. This is an important milestone because the blade is the largest part of the asset and it needs clean topology to avoid shading issues and to support a clean bake.
What I Completed
For the blade low-poly, my main focus was keeping it efficient, clean, and bake-friendly while still matching the high-poly sculpt. I focused on:
maintaining the blade silhouette accurately from the main angles
keeping clean edge flow around key areas like the blade profile and bevel transitions
adding geometry only where it supports the shape (especially along the edge)
avoiding stretched polygons and messy triangles in visible areas
keeping the surface clean so it shades smoothly when I apply normals later
Progress Notes
Now the blade retopo is complete, it feels much more controlled and ready for the next stages. This should help the bakes come out cleaner and keep the blade detail crisp without artifacts.
Next Steps
Retopo the handle next
Do a full mesh check for shading/smoothing
Start planning seams and move into UV unwrapping once the full low-poly is done
References
Epic Armoury (n.d.) Bone Chopper – 100 cm. Available at: https://epicarmoury.com/products/1916-bone-chopper-100-cm
WIP: Skull Low-Poly Completed
Overview
Today I completed the skull low-poly version for my Bone Chopper hero prop in Blender. This is a big step forward because the skull is one of the main hero features, and having a clean low-poly base will make the next stages (UVs and baking) much easier.
What I Completed
My goal for this stage was to keep the skull accurate and readable while still making it suitable for a game-ready mesh. I focused on:
maintaining the skull’s silhouette from the key viewing angles
keeping the topology clean around important forms like the eye sockets, cheekbones, and jaw
adding density only where it improves the shape (not everywhere)
avoiding stretched polygons and messy triangles in visible areas
Progress Notes
Now that the skull low-poly is finished, I’m happy with how well it matches the sculpt while staying clean and controlled. This should help the skull bake smoothly later and keep the detail crisp once I transfer information from the high poly.
Next Steps
Start low-poly work for the handle and blade
Plan UV seams and unwrap the skull when the full low-poly is ready
Prepare everything for baking once the full prop low-poly is complete
References
Epic Armoury (n.d.) Bone Chopper – 100 cm. Available at: https://epicarmoury.com/products/1916-bone-chopper-100-cm
WIP: Retopology Started in Blender (Skull Retopo)
Overview
Today I started the retopology stage for my Bone Chopper hero prop. After finishing the high-poly sculpt, I’m now creating a clean low-poly mesh that will be used for the rest of the pipeline (UVs, baking, texturing, and final presentation).
What I’m Working On (Skull Retopo)
I began with the skull retopology first because it’s one of the main hero details on the sword and it needs clean topology for a good bake. My focus right now is:
keeping the skull silhouette accurate from the main viewing angles
placing edges around important forms like the eye sockets, cheek area, and jaw
avoiding stretched polygons and messy triangles in visible areas
keeping the topology clean so it bakes smoothly and doesn’t look lumpy
Progress Notes
At this stage I’m prioritising clean edge flow and readable forms over adding too many polygons. I’m only adding extra loops where it actually improves the silhouette or supports the detail that will be baked down from the high poly.
Next Steps
Finish the skull low-poly mesh
Move on to retopo for the handle and blade
Start planning UV seams once the full low-poly is complete
Prepare the meshes for baking and texture work
References
Epic Armoury (n.d.) Bone Chopper – 100 cm. Available at: https://epicarmoury.com/products/1916-bone-chopper-100-cm
Me, attempting to retopologize: *opening retopoflow 3 in blender* Retopoflow 3: uh oh! the model you're trying to retopologize is toooo big! Me: that. that's. that's the point you garlic-flavored crouton I'm trying to make it a smaller model
A4_Week5.Light & Shadows
After two working days of retopology, I learned about the way of creating UV maps for my model, using this video:
I created all the UVs with no problem except the face's UV. I didn't understand the problem, and I will ask Mr. Gallaghar to help me by that. To continue my process, I just decided to use auto-unwrapping and make the face's UV automatically.