I'm trying to retopologize a flower stem that I sculpted. I am applying a shrinkwrap modifier to a circle where I close follow the geometry and then as I understand it, the shrinkwrap modifier should conform to the original mesh. It seems to be conforming decently but it is super blocky and isn't smooth. I thought it might have to do with the fact that the sculpting underneath isn't smooth enough. What're your guys thoughts? I'd be curious to understand what is going on "under the hood" with the modifier and triangles (and their normals) from a mesh sculpt. Here are the images, the first one shows the blockiness of the wrap and the 2nd one shows my sculpt: enter image description here

enter image description here

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    $\begingroup$ This is expected. You cannot perfectly represent a high poly model with a low poly one, or else we wouldn't have any high poly models. Your low poly retop will not match your stem exactly. Make sure you have smooth shading and try to represent the edge flow of your model, retopo takes practice as much as anything else. $\endgroup$ – Nathan Jun 28 '18 at 23:36
  • $\begingroup$ @Nathan That makes sense. Thanks for the help man! $\endgroup$ – Tyler Dahl Jun 28 '18 at 23:38

Change the order of your modifiers. Shrink Wrap first then SubSurf. See which one you like better.


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