I'm trying to figure out the most efficient way to model game assets as an indie developer. From what I can tell, sculpting is much quicker than manual polygonal modelling for things like characters. However, it requires a retopology step to get the polycount acceptable.
I've seen the following methods of retopology:
- Shrinkwrap edge modelling - can take an hour
- Tool-assisted shrinkwrap edge modelling - speeds it up a lot, but still a lot of work
- Decimate (automatically remove vertices) - instant, but ugly and inefficient end-result
- ZRemesher - automatically creates a near-perfect low-poly model
But the part I'm confused about is that ZRemesher came out 4 years ago and other programs are still lacking any similar built-in features. I did find an open-source alternative called "Instant Meshes" which seems to work okay, but not as good as ZRemesher.
Why is this feature still unique to ZBrush after 4 years? Is it a company secret nobody has been able to replicate, or is it not as important of a feature as I think it is? It seems like it can save 10-60 minutes of tedious work for every model. I'd like to use Blender because it's free and I've already gotten familiar with it, but this makes it seem very inferior to ZBrush.