Yes.few days ago i found the tutorial about baking normal map and after watched the tutorial then i understood it.Tnx for your reply.sorry for my bad english again.
Hi.How to match UV s from high poly to retopologized low polygon model?how normal maps from high polygon is matched in retopologized model?sorry for my bad english
why make it into a poly model? that seems like a lot of work but i dont see the point? why not just export the way it was. i mean thats kinda the point of Zbrush isnt it? to have more detail without the extra work!!!
lol... i dont know im only just starting with z brush. been animating for about 3 years though.
Can this be animated afterwards? What good is this if its so highly detailed that it couldn't be used for anything? Sorry, I am going to study computer animation and am curious as to how people transfer sculpts from zbrush and make it into actually useable poly models.
1- To make it animation friendly because for example in a human face, the edges are lined up the same way real muscles flow, that allows for easier and more realistic looking animation.
2- To lay down a wireframe that is texture friendly, when you texture you lay the wireframe 2D, they are crucial to seeing what you are doing.
3- Also in modeling, they allow proper deformation, especially in Zbrush where you don't have full control over each edge.
I can never retopologize my mesh in Zbrush without it crashing every few minutes. So I always have to export out and do it in Topogun, Which only crashes every 10 or so minutes.
nice work but why do all tutorials have to be silent and not explain anything thats going on. i mean why show how to do something if you going to speed through it and not explain anything.
you guys make it seem so damn easy _-_ i mean i work hard to have hard edged armor and all and i get this jagged rough look and it totally shit looking. how do you do this so easily. -_-
I was wondering, are you able to project your highpoly model details on to that new low poly you did by using Zmapper or do u have to export it to another 3d app, unwrap it's UV's properly, re-import it into ZBrush, subdivide it once again in order to get a new high poly version, sculpt it and then finally create the normal map textures in zmapper?
triangles are fine for real time models, infact even better than quads, triangls only pose a problem when in a model you plan on using for a high poly mesh
As I understand it, they can produce problem areas if the mesh is going to be mesh smoothed. Otherwise you just have to be mindful of how they deform during animation.
Triangles are bad when dealing with parts that will suffer animation like eyes cavity, mouth, jaw, etc. For static mashes, there is no big problem at all.
@Lancemaker triangle are fine, but its best to try and hide them. most renderes like mental ray converts all quads into triangles at render time.
It is true however that bringing a base mesh from a 3d app into zbrush that you sometimes get ugly mesh. As long as you dont have more than 4 point polys your fine.
So in other words. you work the other way around. You create rough meshes in Zbrush and then bring them back into maya for precision hard surface modeling. I need to try this method.
no this is all zbrush. first a rough sculpt with a high poly sphere, then he uses the topology tool in zbrush to create a base mesh of the sculpted model. that way you have a better flowing mesh to work after.
Very cool! Just curious: do you subdivide this new low poly and project details from the sculpt and then generate normal map with zMapper, or would you export the meshes and bake the maps elsewhere? If you project the details to low poly subdivided mesh, would you do any additional sculpting on it? I reckon that wouldn't work that well because of the triangles, right? Thanks :)
Point is, if I have something complex to model like the shoulderpad in the video, most likely I'll start with sculpting a rough reference mesh in Zbrush, then retopology it to make low-poly mesh. Takes less time.
Do you plan on doing any audio commentary on this or document what you are doing cause just from watching the video by itself I have no idea what tools are you are using to do the retop.
brilliant
skipp311 3 months ago
th4nk_U
Karlettto89 4 months ago
How don't you see backface vertex?
Karlettto89 4 months ago
@Karlettto89 preferences>draw>front opacity=1
trixigt2 4 months ago
Hey, which brushes did you use for 1. forming the blade and 2. sharpening the edges of it? :)
RainyChief 5 months ago
retopology sucks should not exist..
guitarspectre 5 months ago
How did you reverse-select? Those parts you darkened so they wouldnt get affected and reverse the effect? Nice model btw
HelpMyFellowPeople 6 months ago
AWESOME!
DeltaXchannel 6 months ago
why to bother? use 3d-coat instead! ;-)
tallerjuegosUdec 7 months ago
everytime i retopologize i lose my detail in my sculpt is there a way to transfer the detail onto the retopo'd mesh? sorry ima nub
rickypassword 8 months ago
a questo mondo ci sono persone veramente incredibili....
ekoz85 8 months ago
Yes.few days ago i found the tutorial about baking normal map and after watched the tutorial then i understood it.Tnx for your reply.sorry for my bad english again.
chinhusel 9 months ago
there is a program that auto retopology your model in a min the retopology in zbrush takes a lot of time
eleszar1 9 months ago
could you make one for a movie that i'm making?
if you're interested: fanclubboy@hotmail.it
GroupMusicGroup 9 months ago
this is extremely useful just started using zbrush
shipsimulatorfreak 9 months ago
Hi.How to match UV s from high poly to retopologized low polygon model?how normal maps from high polygon is matched in retopologized model?sorry for my bad english
chinhusel 10 months ago
@chinhusel did u find the answer u were searching?: about retopology how to match the maps/uv into your retopologized model
eleszar1 9 months ago
why make it into a poly model? that seems like a lot of work but i dont see the point? why not just export the way it was. i mean thats kinda the point of Zbrush isnt it? to have more detail without the extra work!!!
lol... i dont know im only just starting with z brush. been animating for about 3 years though.
Bajungadustin 10 months ago
@Bajungadustin
It's so that you can bake the info from the high-poly to the low-poly realtime model.
darbeenbo 10 months ago
so this is the answer how to turn your hight poly model into low polygon? and then u just load the normal map? Xd
eleszar1 10 months ago
Always great to see your stuff, thx for sharing this process...onto DW5!
katana2665 11 months ago
make Cthulhu :)
swedichboy1000 1 year ago
wow nice man
mfirebird3000 1 year ago
how do you do to not see the backfaceing vertrexes
Salocin27 1 year ago
@Salocin27 Preferences>Draw>TransDepth> Set Back opacity to 0
Marcusrafaelfet 11 months ago
ALLODS!? xD
celezeagle 1 year ago
great work as always
Emm0r 1 year ago
great vid, thx for sharing.
artofox 1 year ago
this video is awsome only crit is it would be nice to have some music or you speaking over it .
handbag1986 1 year ago
Can this be animated afterwards? What good is this if its so highly detailed that it couldn't be used for anything? Sorry, I am going to study computer animation and am curious as to how people transfer sculpts from zbrush and make it into actually useable poly models.
HDaviator 1 year ago
@HDaviator he made it into a poly model in this video.
Quikie93 1 year ago
I'm fairly new to Zbrush (or modeling for that matter), can anyone tell me what's the point of retopology?
Floreum 1 year ago
@Floreum
There is more than one reason:
1- To make it animation friendly because for example in a human face, the edges are lined up the same way real muscles flow, that allows for easier and more realistic looking animation.
2- To lay down a wireframe that is texture friendly, when you texture you lay the wireframe 2D, they are crucial to seeing what you are doing.
3- Also in modeling, they allow proper deformation, especially in Zbrush where you don't have full control over each edge.
MortaniusTaijou 1 year ago 2
@MortaniusTaijou Thank you for sharing your knowledge.
Floreum 1 year ago
@Floreum the number of poligons. A low poly character in a game uses 10k poligons, a model in zbrush have 100 times more. Try loading this on 3dsmax.
Lancemaker 1 year ago
looks like shoulder plates from wow.
AaronTrutsJC 1 year ago
@AaronTrutsJC You're a faggot.
picaticatara 1 year ago
I can never retopologize my mesh in Zbrush without it crashing every few minutes. So I always have to export out and do it in Topogun, Which only crashes every 10 or so minutes.
BubbleGumNipples 1 year ago
I think this is really cool, thanks a ton. This vid really showed me a more artistic way of making a low poly model.
StripedJug 1 year ago
nice work but why do all tutorials have to be silent and not explain anything thats going on. i mean why show how to do something if you going to speed through it and not explain anything.
proflooney 1 year ago
Pros these days.....
HeyzDexy 1 year ago
you guys make it seem so damn easy _-_ i mean i work hard to have hard edged armor and all and i get this jagged rough look and it totally shit looking. how do you do this so easily. -_-
dragonrage500 1 year ago
I was wondering, are you able to project your highpoly model details on to that new low poly you did by using Zmapper or do u have to export it to another 3d app, unwrap it's UV's properly, re-import it into ZBrush, subdivide it once again in order to get a new high poly version, sculpt it and then finally create the normal map textures in zmapper?
IbizanHound2 1 year ago
@IbizanHound2
zbrush make the texture for you no need to mess with uv's just paint right on the model and it makes displacemet, normal maps :)
deluxedookie 1 year ago
what are the polygons for?
SWIFTartz 2 years ago
one of the coolest things i have seen in awile
bluemoonminis 2 years ago
im no expert but i heard triangoles are bad when u retopologize. u made some under the eye. Great sculpting dough.
Lancemaker 2 years ago
triangles are fine for real time models, infact even better than quads, triangls only pose a problem when in a model you plan on using for a high poly mesh
rhinokio 2 years ago 7
@rhinokio
As I understand it, they can produce problem areas if the mesh is going to be mesh smoothed. Otherwise you just have to be mindful of how they deform during animation.
Jcolinsol 3 weeks ago
Triangles are bad when dealing with parts that will suffer animation like eyes cavity, mouth, jaw, etc. For static mashes, there is no big problem at all.
;)
lstrindade 2 years ago
@Lancemaker triangle are fine, but its best to try and hide them. most renderes like mental ray converts all quads into triangles at render time.
It is true however that bringing a base mesh from a 3d app into zbrush that you sometimes get ugly mesh. As long as you dont have more than 4 point polys your fine.
geekgeneration 2 years ago
So in other words. you work the other way around. You create rough meshes in Zbrush and then bring them back into maya for precision hard surface modeling. I need to try this method.
rubent100 2 years ago
no this is all zbrush. first a rough sculpt with a high poly sphere, then he uses the topology tool in zbrush to create a base mesh of the sculpted model. that way you have a better flowing mesh to work after.
somatonic 2 years ago
meant to say "by the way"
Kolenment 2 years ago
I just love the looks of these, my the way VERY good!
Kolenment 2 years ago
Very cool! Just curious: do you subdivide this new low poly and project details from the sculpt and then generate normal map with zMapper, or would you export the meshes and bake the maps elsewhere? If you project the details to low poly subdivided mesh, would you do any additional sculpting on it? I reckon that wouldn't work that well because of the triangles, right? Thanks :)
fogmann 2 years ago
Great video, thanks for sharing. It's always so inspiring to watch a talented artist at work.
stanbwonderful 2 years ago
realy didnt get the point of this tutorial, but anyway thanx for sharing, its always been a pleasure to watch your new stuff ;)
sglivich 2 years ago
Point is, if I have something complex to model like the shoulderpad in the video, most likely I'll start with sculpting a rough reference mesh in Zbrush, then retopology it to make low-poly mesh. Takes less time.
slipgatecentral 2 years ago 15
slipgatecentral is right, its like cleaning the model up for other engines that like quads etc.
StickManSR 2 years ago
@slipgatecentral Yeah, I've pretty much almost completely abandoned the old sub-d approach in favor of this workflow. Can't beat the speed.
rodneybrett 1 year ago
@slipgatecentral Im using blender for this kind of things and I was wondering what dou you think ? Why is Zbursh mybe better ?
kurentmalik 1 year ago
Amazing... Thanks for the video... it helps a lot to learn this way.
RP
RobertPaulsim 2 years ago
Do you plan on doing any audio commentary on this or document what you are doing cause just from watching the video by itself I have no idea what tools are you are using to do the retop.
psychosin13 2 years ago
Very impressive!
Are you going to animate this later? Or are you just rendering a 3D image of it?
Phergan 2 years ago
nope, it's for a low poly armored character, shoulderpad armor piece :)
slipgatecentral 2 years ago
which program is this ? very interesting and very good work. Respect. I love your painings ;)
SocialMattes 2 years ago
Zbrush...
70k0 2 years ago