################### Comments from Artist #1:

I find the tool very easy and intuitive to use, just after one our working on it I mastering the different short cut, function and interface. One of the more difficult and annoying is retopologize the high res mesh for the possible application of the normal map: a lot of artist preferred for their “static” models a fast decimation or an incorrect automatic retopology, in videogame production instead  the only option looks like going to retopologize by “hand”, this because the amount of rules and limitations, and the only way to speed the process is the skill of the artist, and how flexible and easy are the common tool for retopologize.
Lately Zbrush add the command “Zremesh” that create an automatic retopology of the mesh, but this function, and that 'emerged as an incredible leap forward and a help to reduce time-producing, isn’t correct enough and require a lot of cleaning and optimizing from the artist.

I start to use Sketchretopo to retopologize some test mesh and I was immediately impressed about it:

Easy to use: the possibility to easily navigate between the different function (Basic sketching, edit topology,edit corner… etc) and the choice between a limited number of features make the program easy to use: some programs provide the user with a great range of features, but most of the time are functions that for 99% of the time are unused, and only create confusion and frustration in the user. Fewer features, but really useful to the artist, make immediately possible retopologize soon a model, and not frustrating initially the user, with a long learning curve.

Level of detail (LOD): one of the functions I like more is the possibility increase and decreases the level of detail of one or more side of a patch:  this allow the artist to create bigger patch and manually control the look of the geometry. Instead to create polygon by polygon, is possible create a big patch and defining the polycount of the final mesh: in video game one of the most time consuming in retopology is when you need to create LOD, whit decreasing polycount, and the possibility to create all of them from the same retopology/patch structure is an incredible cut in the production time.

Query Database: the Query Database is the most impressive part of the SketchRetopo program. If just using big patches reduce the retopologize time , now by using this function and creating patches even more 'big, then defining / suggesting the principal lines of the final wireframe and leaving the program to calculate the possible solutions, now the time of production for a character can easily move from one or two day to few hours. Is obvious that at the end will be some hand work, but is just for refine/cleaning few parts, but the gain is undeniable.

Only two suggestions. The calculation of the possible solution start immediately after is create the first line that define/suggest the geometry requested: sometimes required more then on time to draw the correct line and then will be good to start the calculation process. Probably the interface needs just a “start” button.  Sometime, because the shape of the mesh and how big is the patch, is difficult to draw the lines correctly, and require to rotate the object. The only solution is dividing the patch in 2 or 3 parts and applies the calculation separately. Will be amazing if will be possible to create and adjust the red curve  that define/suggest the geometry requested, in the same way is possible to adjust the splines that define the boundary of patches


################### Comments from Artist 2 (translated from Japanese to English):

I found SketchRetopo the best among all other retopology tools I've ever used. Its approach to retopology is innovative. It takes care of the significant part of artists' manual labor previously required, and it has a potential to make the retopology process much more efficient once the user gets used to it.

Since SketchRetopo started as an academic research prototype, spending more efforts on its interface and usability will make it truly suitable for actual production pipelines.

SketchRetopo has some subtleties regarding its effective uses, so detailed documentations in text or video will help the user to quickly master it.

I appreciate the ability to draw strokes at any places and also to move junctions around. I would have appreciated even more if things can be moved more flexibly, but this might be just theoretically difficult.

The new feature with 'S' hotkey that suggests many solutions computed by the system is also really innovative. The idea of proposing many topologies from which the user can chose is really novel.

I also like the ability to create a clean edge loop by drawing a circle in that mode.

################### Comments from Artist 3:

I think you can merge the Basic Sketching mode and the Adjust Curve mode (W hotkey).  Would be nice if you could simple tweak the curve in the basic sketching mode by right clicking and dragging.

With the need to create meshes with relatively low triangle count, I'm not sure how this tool fits into a game development pipeline.  Maybe with more usage and a greater understanding of how things work I could figure out a way.

I found it difficult to work on the ear to start off.  Seems the tool would be great with the bigger forms of the body (torso, waist, arms and legs).

A lot of system memory is needed to utilize the full potential of the program.  Since lots of system power is needed to run the program, it might be difficult to run other applications along side it.

I would separate the hotkeys that add resolution to the mesh.  I believe at the moment they are hotkeys Z,X,C,V.  I would make sure the ones that add one additional face isn't so close to those that add two faces

I think having a floating toolbar would be a nice touch.  Topogun has a nice simple floating toolbar.
