Maya 2020 Retopo Workflows

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My Oh Maya

My Oh Maya

Күн бұрын

Пікірлер: 35
@BruderJakob
@BruderJakob 4 жыл бұрын
how does this anchor look so smooth at the edges with this little topology? Is there a special shader?
@majalove12
@majalove12 5 жыл бұрын
This is actually pretty nice
@MANIAKRA
@MANIAKRA 5 жыл бұрын
Hell yeah I'll take it! I for one fully embrace better retopo tools. I do agree I wish there was a bit more like: guided retopo, texture based mesh density like Houdini, topogun-type features (cylinder wraps), and maybe some performance boosts to quad draw. But this is welcomed news regardless, thanks!
@Crick2x9
@Crick2x9 4 жыл бұрын
Are there any plans of making this command multi threaded? It would certainly help a Lot.
@ikbo
@ikbo 4 жыл бұрын
Is Maya going to have VDB modeling workflow like houdini and C4D. It is very nicely implemented in houdini.
@cinemyscope6630
@cinemyscope6630 3 жыл бұрын
If this would actually work on complex photogrammetry as shown it would really be phenomenal!
@kassyanomoshpits
@kassyanomoshpits 4 жыл бұрын
I was excited when I started implementing this because I thought it would quicken my work flow. But for some reason after I retopo, it has slowed maya down to a crawl. It takes 10+ minutes to do anything in it now, even just moving the mesh.
@kallesbaksatt
@kallesbaksatt 3 жыл бұрын
I think your fix is to clean history. It is slow because it's trying to preserve the undo's back to the old topology
@orphydiancg7759
@orphydiancg7759 5 жыл бұрын
so you already worked together with Max team for this or you are going to start from now on ?
@tacospiderrr
@tacospiderrr 5 жыл бұрын
Looks pretty great. Might be upgrading to Maya 2020 soon. Is stability an issue?
@phat80
@phat80 5 жыл бұрын
yes
@AyahuascaMagic
@AyahuascaMagic 5 жыл бұрын
always
@joMan1060
@joMan1060 4 жыл бұрын
Maya is prettymuch run by lazy Incompetent ppl....ppl using it because they need to...not they want to...... maya is stable when the world end
@yvindmartinsen8341
@yvindmartinsen8341 5 жыл бұрын
I tried this with a decimated game character from zbrush, looked pretty terrible compared to zbrush zremesher tbh. Tinkered a bit with settings, it got worse. But I suppose it's a good start. Definetly want some way to deal with cylindrical retopo like topogun cylinder wraps or 3D coats "stroke tool slicing". But maya is coming along... ever so slowly...
@MyOhMaya
@MyOhMaya 5 жыл бұрын
Did you run Remesh on it first?
@yvindmartinsen8341
@yvindmartinsen8341 5 жыл бұрын
@@MyOhMaya Yes, I tried following the process in this video. One of my biggest laments was the distinct lack of proper edgeflow on the muscular arms of the character, or anywhere for the matter. It wasn't symmetrical either, though to be fair I didn't research that.
@joMan1060
@joMan1060 4 жыл бұрын
What you expect from highpay lazy ass incompetent people running maya ?.....lol
@1eatd1rt
@1eatd1rt 5 жыл бұрын
Guys, you need to fix retopo with help of quad draw. It's nearly impossible to use it without pressing the delete history button every second if your mesh has more than 1k polys.
@MyOhMaya
@MyOhMaya 5 жыл бұрын
Yeah the delete history issue is known and something they are working to address. Also looking at better performance.
@SeanDlrishBastard
@SeanDlrishBastard 5 жыл бұрын
You can disable saving history while doing retopo...
@kennurenberg1408
@kennurenberg1408 5 жыл бұрын
Another thing that can help a lot is to save out the base mesh as a gpu cache, then reimport the cache and make it live, and delete original geometry. Saves a lot of memory and can help performance, especially with heavier models.
@joMan1060
@joMan1060 4 жыл бұрын
@@MyOhMaya lol....when you gonna fix it ??....like maya 2030 ??....Industry already use blender by that time .....lazy ass autodesk
@TheIcemanModdeler
@TheIcemanModdeler 5 жыл бұрын
Is this a joke?
@MyOhMaya
@MyOhMaya 5 жыл бұрын
OK I'll bite... In what sense?
@TheIcemanModdeler
@TheIcemanModdeler 5 жыл бұрын
@@MyOhMaya It's a barebones alghorithm, no guides to dictate the topology in areas that are more important, non interactive and still no sculpt divisions(levels) for the sculpting tools. I posted this in mayafeedback forum and also other people had great links to interactive auto retopology alghorithm. kzbin.info/www/bejne/fmmuZnavhqeSocU kzbin.info/www/bejne/bpyZhXerf9Ctqs0
@TheIcemanModdeler
@TheIcemanModdeler 5 жыл бұрын
@@MyOhMaya And heres a plugin made by someone inside Maya with guides. vimeo.com/277332931
@MyOhMaya
@MyOhMaya 5 жыл бұрын
@@TheIcemanModdeler - It's just a start and is by no means complete. There is definitely more work to be done. BTW - I showed guide curves as a "tech preview" for the launch vid but didn't include it here.
@MyOhMaya
@MyOhMaya 5 жыл бұрын
Also... InstantMesh is an open source solution that we are looking at. It's definitely faster than this algorithm but the results are not nearly as good. Might be nice to have an option for one or the other... TBD
@pavelyankouski4913
@pavelyankouski4913 5 жыл бұрын
Zremesher in Maya now - impressive ^^ Actually its good, but I still think that Autodesk tools should be restricted in 3-d party countries, because of hacking and outsource backdoor hacking and because some peoples loosing their life in 3-d party countries... Good news is that Blender 2.8 is completely free
@joMan1060
@joMan1060 4 жыл бұрын
Meh...
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