Lowpoly Skeleton Project Summary
For this project I sculpted a full human skeleton with the goal of getting “close enough” to the reference that it looks accurate. I definitely got some of the anatomy wrong, but the final sculpt looks convincing enough. The sculpt ended up with about 6 million triangles which made it unusable for most applications. I then went about retopologizing the skeleton and optimizing the mesh and I got the triangle count down to 14,356.
During this project I noticed both my sculpting and retopology skill improving significantly. I ended up sculpting the cervical vertebrae and the skull several times to get the right results. I found that closely following a single reference source followed by a final “creative liberties” pass ended in the best results. I also noticed that the retopology gave better poly count reductions on the larger meshes. This was likely due to my retopology approach being more detail driven then size driven.