Gumroad - Danny Mac How To Retopologize The Rest Of The Body Tier 2
Danny Mac's "How to Retopologize the Rest of the Body" Tier 2 is an expanded, professional-focused educational package available on Gumroad and Cubebrush that includes detailed bonus tutorials for hands and feet, high-res detailing, and advanced re-projection techniques. The course provides base meshes and reference sheets, focusing on a two-pass approach to optimize models for, rigging, and deformation. How to Retopologize the Rest of the Body - Danny Mac 3D
Comprehensive Body Coverage:
Unlike basic tutorials that stop at the neck, this course tackles the challenging topology of the torso, arms, hands, legs, and feet. Learn how to handle complex anatomical structures like the clavicle, scapula, and the groin area. Danny Mac's "How to Retopologize the Rest of
Ideal Student:
A junior character artist who keeps getting feedback like "Your hands look faceted" or "Your armpit collapses in A-pose." Start from the middle (spine) and work outward
- Start from the middle (spine) and work outward.
- Use low-poly first pass (500–1500 quads for full body), then subdivide only where needed.
- Test deformation early – quick rig with automatic weights to spot bad topology.
- Keep loops open – don’t close off loops until necessary (e.g., at fingertips/toes).
7. Estimated Time Commitment
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- Over-dense uniform meshes: avoid packing polygons everywhere; prioritize motion areas.
- Poor joint loop placement: test rotations early—if deformation fails, re-route loops rather than adding brute polys.
- Bad pole placement: don’t put poles where skin stretches; migrate them to less active zones.
- Ignoring UV/texture needs: think of seams and texel density while retopologizing—large faces may require splits for even UVs.