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title: Learn Complete Retopology Workflow For Animation-Ready...
description: A tutorial by Anna Beganska, a Senior 3D Character Artist with experience at Blizzard, Riot Games, and Epic Games, teaches the full retopology workflow for a...
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# Learn Complete Retopology Workflow For Animation-Ready Character Heads

**[80 LEVEL](https://daily.dev/sources/80lv)** · 1 min read · 0 upvotes · 0 comments

## Summary

A tutorial by Anna Beganska, a Senior 3D Character Artist with experience at Blizzard, Riot Games, and Epic Games, teaches the full retopology workflow for a character head starting from a high-poly sculpt. Spread across three lectures, it covers creating mid-poly topology, optimizing down to low-poly, proper facial edge flow, and building a functional mouth bag interior suitable for deformation in both real-time and production-ready pipelines.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/learn-complete-retopology-workflow-for-animation-ready-character-heads>

## Questions this post answers

### What is a mouth bag in character retopology and why do I need one?

A mouth bag is the interior geometry of a character's mouth that allows the inside of the mouth to deform properly during facial animation, such as when the jaw opens or the character speaks. It is a core part of a full retopology workflow for animation-ready character heads, alongside proper facial edge flow and mid-poly to low-poly optimization.

_Artists refining facial rigs can find retopology breakdowns like this one on daily.dev._

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---

Tags: [#3d](https://daily.dev/tags/3d), [#game-design](https://daily.dev/tags/game-design)

[View this post on daily.dev](https://daily.dev/posts/learn-complete-retopology-workflow-for-animation-ready-character-heads-qviuqgja7)

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