Hi! I just started to enjoy 3d modelling as part of a hobby, and was always scared of the high poly modelling for baking and then reducing the poly count to game ready size. But with your tutorial there is nothing to fear anymore. Simply amazing! Infinite thanks!
@yacinejulian6678 Жыл бұрын
if you are doing a lot of retopology, my advice is to go learn how to do that in Maya even if you are a 3ds max user Maya will save you a lot of time.
@TeeTiro4 ай бұрын
meep moop? la poop???
@amberdurbin67034 жыл бұрын
Thank you so much! This was so well explained and it's obvious, even if you said you were rushing, you were taking the time to explain everything you could think of! Nice tutorial!
@theQiwiMan4 жыл бұрын
Thank you for this refresher!
@Suggo5 жыл бұрын
Hey Kevin! Do you have any experience with setting up Subsurface Scattering in Unity? (in HDRP and/or standard Unity, perhaps) If you do, do you think you could make a small tutorial about it? Thank you for making these videos!
@KevsArtStuff5 жыл бұрын
Hey Suggo, I'll add it to the list, for sure :)
@PaburoVIII2 жыл бұрын
thanks this is very usefull are you still doing courses on udemy?
@KevsArtStuff2 жыл бұрын
Hi Pablo, yes I am. There are 4 courses over there moment :) if you wait a couple days I can post some vouchers here which will give you a massive discount, but I have to wait for the start of the month. Check back in a couple days;)
@PaburoVIII2 жыл бұрын
@@KevsArtStuff thanks I will wait for that :)
@DrGameTazo4 жыл бұрын
Its pity that I can see edge only on lowpoly without seeing edge only on highpoly....
@HanSolocambo4 жыл бұрын
What's a pity is that 3DS Max's interface takes 20 years to master because it's such a fucking un-intuitive mess. But it's a very old (DOS old) software. And basically nearly everything can be done ;) Create an object. Rick-click on it > Object Properties. By default in the General Tab, you'll see that Display Properties for any object are set to : By Object. And Display is set to : Viewport. That's why all objects in the viewport behave exactly the same way and show wireframe/flat shading/vertex coloring, etc all the same way when you press F3, F4, etc. If you want objects to display differently you need to tell each of them to follow their respective layer properties instead of the whole default display properties. 1/ Right-click the High Poly Reference Mesh (Let's call it _high) and in Object Properties, set Display Properties to : By Layer. 2/ Right-click the low poly retopology Mesh (Let's call it _low) and in Object Properties, be sure that Display Properties is set to default : By object. 3/ Open Tools > Layer Explorer. Create two layers, for example HIGH and LOW. 4/ Move the _high into the Layer HIGH. Move the _low into the layer LOW. Now _high won't behave according to the viewport's shading, but according to its own layer's shading. Let's configure that : 5/ Layer Explorer > Right click the layer HIGH > Properties. Set Display to Shaded. Tick "Vertex Colors" : this way if your _high comes from ZBrush with polypaint, you'll also get the vertex painting on it. 6/ Layer Explorer > Right click the layer LOW > Properties. Set Display to default : Viewport. Now the high poly will always be without wireframe + polypaint visible. And the low poly retopo will have shade, shade+wireframe, wireframe only, depending on what is your current viewport shading. O Once used to it, the setup takes a minute and it works actually pretty well. Cheers ;)
@DrGameTazo4 жыл бұрын
@@HanSolocambo thx,bro!!
@HanSolocambo4 жыл бұрын
@@DrGameTazo No pb ;) I used 3D-Coat for retopo for many years. But it's so unstable that I moved to Max for that. Wasn't an easy transition, but Max retopo tools are quiet good now. Merry Christmas to you.
@bakyt-3d3 жыл бұрын
with all due respect this video needs to be 2 minutes long at most