# Retopoflow 4: the whole flow, a capstone and a cheat sheet

The last Retopoflow 4 lessons: curve handles and helper ops, the whole flow from sculpt to game mesh, a capstone rock from scratch, a cheat sheet of modifier keys, and what to watch next.

These are the last lessons of [Retopoflow 4: the core flows](/lessons/retopoflow-4), after [Relax and Tweak, caps, PolyPen, Contours and Mirror](/lessons/retopoflow-4/clean-up-close-and-creatures).

## Curve handles and helper ops

**Goal:** Know the extras that save time. Learn them last, one per session.

*Figure: The same strip of quads dragged two ways. A plain drag moves three points and leaves a kinked strip with stretched quads. With curve handles (Alt C), dragging a handle tip bends the whole strip into one smooth curve.*

- **Curve handles** (`Alt C`): drag a selection as if it were a curve. On by default in PolyStrips and Strokes [3].
- **Mesh Cleanup:** in the tool settings or the `W` pie. It snaps to the source, merges doubles, fixes normals, fills holes, and can triangulate [1].
- **Even** (`Shift Alt R`) and **Relax** (`Shift R`) as operators for selected loops [2].
- **Twist Loops** (`Alt T`) and **Rotate Topology** (`Alt R`) realign a grid fill [1].
- **Diamond Bevel** (`Ctrl Alt B`): a crease-like junction on selected edges [1] [2].
- **Adjust Loop Count:** resamples a strip's count.

**Exercise:** try one helper per session on a mesh you've already made.

**Time target:** novice 10 min per helper, competent 3 min, fluent under a minute.

**Good enough when**

- [ ] You've tried each helper once.
- [ ] You can say which one you'd reach for to fix a twisted grid fill.

## The whole flow: sculpt to game mesh

**Goal:** See the steps above as one flow, from a sculpt to a mesh you can export.

*Figure: A toon cliff goes from a dense sculpt to a low game mesh in seven stages: a clean target is made over the sculpt, three PolyStrips draw the skeleton, Strokes fill between them, Relax evens the quads, F caps the top, the triangle budget is checked, then Subdivision Surface is dropped and the ridge marked sharp.*

1. **Sculpt the form,** or a blockout. Keep it to big planes.
2. **Make the target:** Add > Mesh > Retopology from Active. Hide everything else. Save.
3. **Skeleton:** a few PolyStrips along the ridges and lips.
4. **Fill:** Strokes between them.
5. **Tidy:** Relax, Tweak and pins.
6. **Caps:** `F` on the top; leave the bottom open if it's buried.
7. **Check the budget** in the Statistics overlay. A 5 m toon rock might start at about 300 to 600 triangles; treat that as a value to test, not a rule. Far over? Remove loops.
8. **Game mesh rules:**
   - No Subdivision Surface modifier on the game mesh. If a result looks soft and soapy, check for this modifier first.
   - Mark Sharp on the edges that should stay crisp, then Shade Auto Smooth (Blender; in 5.x the menu may read "Shade Smooth by Angle").
   - Optional: a Bevel modifier with 1 segment plus Weighted Normal, for a soft highlight along edges (Blender).
9. **Export** the way your engine expects.

**When not to retopologise** (reasoned advice, not from the manual): hats, props and clothes. Box-model them directly at game density. Retopology is for shapes you sculpted first: rocks, cliffs, creatures.

**Good enough when**

- [ ] You can name each stage, and the tool it uses, without looking.
- [ ] You know your own triangle budget for a rock, or how you'll find it out.

## Capstone: one rock from scratch

**Goal:** Retopologise one sculpted rock or cliff, start to finish, using only these lessons.

**Steps:** orientation, skeleton (3 to 5 PolyStrips), Strokes fill, Relax and Tweak, a top cap with `F`, the bottom as you choose, a Statistics check, Mark Sharp, Shade Auto Smooth, and no Subdivision.

**Time target:** novice 2 hours, competent 45 minutes, fluent 20 minutes. On a first-ever try, any of these is a pass.

**Compare:** if you've retopologised this sculpt before, put the old result next to the new one, count the faces, and see what you left out.

**Good enough when**

- [ ] 300 to 600 triangles for a rock about 5 m across (a starting range; adjust it to your game).
- [ ] No Subdivision Surface modifier on the final mesh.
- [ ] The silhouette matches the sculpt from your game camera's main angles.
- [ ] Every loop is there for a reason: it changes the outline or moves the shadow band.
- [ ] No visible holes, and the top cap is clean.
- [ ] The file was saved at least three times along the way.

## Cheat sheet

*Figure: Four steps: Ctrl plus click or drag creates geometry, Shift plus drag relaxes, Ctrl Shift plus drag tweaks, W opens the pie menu.* Three modifiers worth learning first.

From the manual; each row names its page.

| Action | Keys | Manual page |
|---|---|---|
| Create geometry (any tool) | `Ctrl` + click or drag | Quick start |
| Select / tweak | click / drag | Retopoflow Mode |
| Pie menu (tools, settings) | `W` | Retopoflow Mode |
| Brush radius / strength / falloff | `F` / `Shift F` / `Ctrl F` | Retopoflow Mode |
| Strokes and PolyStrips brush size | `Shift F` or `[` `]` | Strokes, PolyStrips |
| Quick Relax from any tool | `Shift` + drag | Relax Brush |
| Quick Tweak from any tool | `Ctrl Shift` + drag | Tweak Brush |
| Fill (Patches / auto fill) | `F` (or `Enter`, `Ctrl` + click) | Patches, Helper Ops |
| Segments / width (PolyStrips) | `Ctrl Scroll` / `Shift Scroll` | PolyStrips |
| Count (Strokes) | `Ctrl Scroll` | Strokes |
| Slide an I Strip bridge | `Alt Scroll` | Strokes |
| Contours ring vertices / loops | `Ctrl Scroll` | Contours |
| Twist a ring | `Shift Scroll` or `Alt T` | Contours, Change List |
| Toggle curve handles | `Alt C` | Curve Handles |
| Flip handle type | `V` over a control point | Curve Handles |
| Scale / rotate a control point | `Alt` + drag / `Alt Shift` + drag | Curve Handles |
| Rotate topology | `Alt R` | Helper Ops |
| Relax operator / Even | `Shift R` / `Shift Alt R` | Change List |
| Diamond bevel | `Ctrl Alt B` | Change List |
| Pin / unpin | `Shift P` / `Alt P` | Change List |
| Loop select | `Alt` + click or double-click | Retopoflow Mode |
| Pick shortest path | `Ctrl Shift` + click | Retopoflow Mode |
| Box / lasso select | `B` / `Ctrl` + right-drag | Tweak Brush |
| Fallback selection tool | `Alt W` | Retopoflow Mode |
| Clip region (isolate an area) | `Alt B` | Change List |

## Further watching

*Figure: Four steps: a CG Cookie course, a YouTube playlist, a face retopology demo, a walkthrough. All are leads, not endorsements.* Four leads to follow, none watched for these lessons.

Titles and links only; none of these were watched for these lessons, so treat them as leads.

- [Retopology with Retopoflow 4](https://www.cgcookie.com/courses/retopology-with-retopoflow-4), a CG Cookie course by Jonathan Lampel.
- [The Complete Guide to Retopology with Retopoflow 4](https://www.youtube.com/playlist?list=PLDXD8Sa9zET3Gsw4C8gTFaTL086KLO-xP), a YouTube playlist.
- [Retopoflow 4 - Face Retopology Workflow Demo](https://www.youtube.com/watch?v=dLE4kKlx55w).
- [RetopoFlow 4 Is Finally Here! (Walkthrough)](https://www.youtube.com/watch?v=3DPOtKDDH9M).

## Sources

1. Retopoflow 4 manual, Helper Ops. <https://docs.retopoflow.com/v4/operators.html>
2. Retopoflow 4 manual, Change List (auto-save in 4.1.5, hotkeys added in 4.x). <https://docs.retopoflow.com/v4/changelist.html>
3. Retopoflow 4 manual, Curve Handles. <https://docs.retopoflow.com/v4/curve_handles.html>

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Published 2026-10-12. Web page: https://www.mackenziebowes.com/lessons/retopoflow-4/the-whole-flow Part of [Retopoflow 4: the core flows](https://www.mackenziebowes.com/lessons/retopoflow-4).
