I don't know how this has any dislikes. This was a great tutorial, thanks a lot for sharing this method with everyone!
@HazzR86 жыл бұрын
This is a great method for people who are not familiar with topology or not experienced enough to create good topology on the fly. Also for those hobbyists without any other 3D programs at their disposal.
@LarrikinMultimedia5 жыл бұрын
At 1:03:20 magically a preview of the mesh appears. He is pressing the 'A' key. Which is a shortcut for going into the Adaptive skin menu and 'pressing preview'.
@juanalvarado35447 жыл бұрын
Ha, plan on making 3d prints of everyones characters and my wife is playing a Grippli, so this was enlightening, thanks
@JuliSequeira2 жыл бұрын
Wow excelente trabajo!
@RagdollStudioLLC2 жыл бұрын
Thank you!
@luishumbertotabares23426 жыл бұрын
awesome tutorial for a clean topology
@mihcik7 жыл бұрын
Great tip with painting topology first. Cool!
@Narybbb2 жыл бұрын
It's just awesome
@RagdollStudioLLC Жыл бұрын
Thank you.
@elijahjns815 жыл бұрын
This looks tedious and difficult. You're very skilled.
@cerqueirapv7 жыл бұрын
Very Good! Thank you for sharing this video!
@greex10246 жыл бұрын
Why not stop after polypainting, convert polypaint to polygroup, zremesher with 'keep groups' active and ~5 minutes of playing with the settings to get nearly the same result? Or the topology brush.
@RagdollStudioLLC6 жыл бұрын
Hi Greex, The tutorial was created for my students and shared via KZbin. The whole point of the tutorial was to get them thinking about how to plan out their topology and to teach them how to use one of the retopo methods in Zbrush. While ZRemesher is a great tool and may work well the way you described, I find that with some practice, them method I discuss gives the artist 100% control of the topology and can be very fast. A model of this complexity typically takes me about an hour to retopo using the method I discuss here. I will however test the method you've described and see what it produces. Thank you for the feedback.
@jandaletto6 жыл бұрын
I am just going to go ahead and do it.
@ankurgoel12942 жыл бұрын
amazing, thank you very much
@RagdollStudioLLC Жыл бұрын
Glad you liked it!
@cerqueirapv7 жыл бұрын
I was lucky to find your video because I'm modeling a gecko cartoon...hehe. Excellent technique and retopology reference.
@RagdollStudioLLC7 жыл бұрын
We are glad to help!
@Celdorsc25 жыл бұрын
Which app is better to retopologise in ZBrush or Blender? I don't have access to prime 3d apps. I know there us ZRemesher at the time I am writing this but as far as I know auto retopologising create topology which is hard to work with if you plan to do more with an object than just render it in a static scene.
@RagdollStudioLLC5 жыл бұрын
CeldorGamer I’ve never used Blender but the Zbrush tools that I show here are easy enough to learn.
@hookflash6995 жыл бұрын
Sooo... It appears ZBrush it incredibly inefficient for retopology. Has it improved with the release of 2019?
@leatherandpoemscharmyman57745 жыл бұрын
the advantage is clean topology or can a duplicate of the model and check alternative vertion, the disadvantage ,time consumig , special for complexes pieces , blender speedretopo is the most thing similar to topogun as quicker.
@RagdollStudioLLC5 жыл бұрын
The tutorial was created for students who are learning how to plan out their topology. I wouldn’t recommend this for an experienced artist.
@alexandraanghene56125 жыл бұрын
Ive been using this method for over 1 year , and im wondering , can you help me finding a way to select an entire edgeloop and multiply it ?
@deadman-zc5ro6 жыл бұрын
Thanks, but why is still have may polys and point and how to finish retopologize it and how can i export it to Maya for animation ?
@isaacolander28935 жыл бұрын
Super useful, thank you.
@everydayasongforgaza7777 жыл бұрын
so many detail of the opration and clear proces for conceive the topulogical ,mark this vedio~
@MultiFlaviolima7 жыл бұрын
Great explanation. Thanks!
@nivozero89896 жыл бұрын
cool tutorial thanks. it does look more of a bother than topogun, but it's nice to know i can do most of the stuff without leaving zbrush.
@RagdollStudioLLC6 жыл бұрын
Nivo Zero I teach college courses in digital modeling and sculpting and most of my students don’t have access to retopology software. That’s why I went through the process of drawing the topology first. It helps them plan before retoplogizing. That said, I’m pretty comfortable with this method and can retoplogize a standard character in about an hour or so.
@WarrenBey5 жыл бұрын
Well this video convinced me to start using Topogun. I know it's old. But this looks so tedious. And Topogun is so fast.
@RagdollStudioLLC5 жыл бұрын
Warren Beyda Understandable. The video is for students to learn how to think about topology and retopologize using native tools. Most students don’t have access to topogun. That said, I can retopologize a character in Zbrush in about an hour depending on the complexity. I also own topogun though. Use what works best for you.
@lucassardinha62866 жыл бұрын
very nice!!!
@AdamsDigitalInk7 жыл бұрын
great stuff, thanks for sharing :)
@幽霊船-o4h6 жыл бұрын
how do I know how big im gonna make these polygons? and how detailed do they have to be
@RagdollStudioLLC6 жыл бұрын
This is kind of a judgement call. You should have enough geometry to allow for good deformation but not so much that it’s difficult to manage for rigging. The other consideration is to have enough geometry to maintain the silhouette but not small details that can be managed with normal/bump maps. I would personally target 5,000 to 10,000 polys for most characters but this is a very general target and may differ depending on the character and/or end use.
@KarelChytilArt2 жыл бұрын
Good video
@RagdollStudioLLC2 жыл бұрын
Glad you enjoyed
@TacticalSquirrel6 жыл бұрын
While this does look time consuming, creating the mesh guides is a good idea.
@RagdollStudioLLC6 жыл бұрын
Hi Neth. Most of my tutorials are designed for my college students and having the mesh guides help them visualize topology better. They will eventually get to a point where they don't need it. This tutorial is certainly not intended for experienced artists. That said, skipping the mesh guides, this topology method will take me about an hour to retopologize the entire frog. I like to teach methods using native tools because students often don't have access to specialized tools like Topogun.
@romain45204 жыл бұрын
Wonderfull
@RagdollStudioLLC3 жыл бұрын
Thanks
@Disg_lion7 жыл бұрын
amazing...tutorial...
@PashaDefragzor7 жыл бұрын
ZRemesher and after Max or Maya or Blender or other. Personally I am using Max handwork with ZRemesher
@meridjal7 жыл бұрын
Retopologising isn't bad enough so now we have to paint before doing it, please!
@RagdollStudioLLC6 жыл бұрын
Hi Meridjal, this tutorial was created for students who have little to no experience with retopology. Painting the mesh guides helps them visualize edge flow and edge loops better. It isn't necessary to paint mesh guides.
@deadman-zc5ro6 жыл бұрын
Thanks for the tutorial but still i don't know how to export it as new retopology model ... and when i preview it the model has low zspheres and (LARGE polys and points!!)
@rvdpro6 жыл бұрын
can i ask how u move the vertex? at 58min
@RagdollStudioLLC6 жыл бұрын
Just switch to the move tool in the top bar. The vertex will conform to the sculpt surface as it's moved.
@ahmadlive86032 жыл бұрын
clips. I use a drum loop and afterwards I want to record a appguitar. What happens.. the drumloop starts to record again along the
@SebastianDecilia5 жыл бұрын
ZRemesher!!!
@RagdollStudioLLC5 жыл бұрын
Sebastian Decilia Zremesher is quick but not great for animation.
@williammiranda22685 жыл бұрын
Where can I find the file of this amazing tutorial?
@MiroslavPetrinec7 жыл бұрын
Key M - lock all points - WHEN!?
@Mr.Stephane_L5 жыл бұрын
thx
@PepperBe7 жыл бұрын
бррр! зачем же так извращаться то ради простой ретопологии???
@ChannelSuperMega7 жыл бұрын
он вроде бы сказал, что это хороший способ потренироваться
@RagdollStudioLLC6 жыл бұрын
Это должно было научить студентов визуализировать геометрию до фактического восстановления геометрии.
@Lbdv4125 жыл бұрын
хардмод какой то... у меня 2 вопроса, 1.почему он не использовал Зремешер? 2. почему он сразу это в максе не начал делать без всяких разкрасок?
@trick4p3 жыл бұрын
Na ..... this is great!
@halafradrimx7 жыл бұрын
Look.... Just use Topogun or 3D coat. This is just way too time consuming.
@RagdollStudioLLC7 жыл бұрын
Some people can't afford Topogun or 3D Coat. These tutorials are geared toward students mostly. Once you get the hang of it, you can retopologize a character pretty quickly. If you have access to other retopology packages, then you don't need this tutorial.
@TheArtHack7 жыл бұрын
ZBrush costs $700 on its own, and even with other programs, you need to have a plan until you've done this so many times that it becomes second nature. ZBrush catches flak for its topology tools, but when it is used efficiently, it can do pretty much everything on the modeling side of the pipeline.
@halafradrimx7 жыл бұрын
Here's an iea of the ideal workflow for dealing with retopology in the same case scenario for this topology 1 - Duplicate the subtool you want to retopologize 2 - Polygroup the important areas : landmarks on the face such as nose and eyes and the mouth 3 - In the border of the polygroups that usually don't retain much details, such as eyelids, mouth and ears, use a brush like the dam_standard 4 - Hit "Keep Groups" on Zremesher 5 - Keep redoing and repeating 4 until you get a nice result and there's no messy results. IN PARTICULAR AROUND THE NOSE, EARS AND MOUTH! 6 - Once you get a decent result, ProjectAll the details from the original dynameshed version to the topology version Optional : - Import the mesh to Autodesk Maya (free for students), both the topology one and the dynameshed - Use GPU cache on the dynameshed version - Delete the dynameshed object - Import GPU cache - Use Quad draw to perfect the topology of the zremeshed object There you go, this is the most efficient and quick workflow I could think of.
@TheArtHack7 жыл бұрын
In theory, those are good ideas. But, the ZRemesher still leaves much to be desired when it comes to complex surfaces, and doesn't often produce the best results for optimal deformation. Importing in to Maya is a good option, too. I've done that quite a few times. 3D Coat is probably my favorite. But, if you can stay in one program all the way through, I'd say that's about as efficient as you can get.
@halafradrimx7 жыл бұрын
I'd love to use 3D Coat instead, but when I try to snap zremeshed meshes to the reference mesh the software takes too long. Do you know any good tutorial for that?