GAME-READY RETOPOLOGY
- Erik Chmil
- Oct 7
- 2 min read
I’m finally getting close to finishing this character. The hardest part — the sculpt — is behind me. I’ve been working on this model since I first started learning ZBrush, so it’s taken about a year and a half to bring it to the stage it’s in now.

Personal projects can be a dangerous trap. This character took me a ridiculously long time to finish, but that’s because I kept reworking and polishing him, fixing things I wasn’t good at.. For a client, I’d probably have done it much faster, but here I really grew and got more comfortable with hard-surface elements and advanced fabric folds.

The main focus now is retopology. If it’s done properly, it will make everything easier later — texturing, animation, and any future use of the character in a game or cinematic. This stage is a crucial step that needs to be carefully planned and executed. At the same time, it’s a nice, almost meditative process that lets you take a break after the intense sculpting phase.

Like with any personal project, the hardest part is simply finding time to work on it. It tests your discipline — whether you can stay consistent and actually take it from start to finish. I’m glad that I finally reached the retopology stage. For me, the sculpting phase is always the toughest part; everything that comes after feels more like the fun part of the process.
Feel free to contact me if you have any questions regarding game-ready optimization or character creation pipeline in general!




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