If you compare the source files Retopo01.max
to Retopo12.max
and RetopoBodyStart.max
from \Packt3dsMax\Chapter 9\
, you will notice that the process first shows the build-up of the quad-based mesh, and then there's a second pass where the flow of the edge loops is cleaned up to maximize the potential of the model; this is done, in particular, so that deforming areas like the skin around the eyes and mouth and neck get tidy, uninterrupted loops.
In the cleaned-up version, the key and secondary edge loops are marked by assigning differently colored materials to the polygon selections. Shading the loops can help you analyze and clean up the initial pass. It's advantageous also in that it helps you isolate edge loops that aren't contributing a lot to the form, which you can then remove using Remove.
The following screenshot shows a before and after of the retopology pass and the clean-up pass.
In the top frame, an edge loop around the eye is not closed, and in the...