Since the project follows a game production pipeline, retopology is necessary.
The main goal is to optimise the model so that the asset can be used efficiently on PC or mobile platforms, reducing resource consumption and file size.
This week mainly involved repetitive tasks.
I performed retopology on all the models, simplifying them based on the mid-poly versions while ensuring they closely matched the high-poly shapes as much as possible.

I didn’t reduce the topology for the face and body, and I kept a reasonable amount of edge loops in areas like the skirt and sleeves, as these parts will need to deform properly during animation.


I focused on reducing the topology of the props, as they won’t be affected by skin weights or deformation.


It’s especially important to maintain a proper relationship between the low-poly and high-poly models.
The decorative patterns were not retopologised, as they will be baked into the texture later.


The topology of the priest character was kept within a controlled polycount range.