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  • @kunalsarkar1984

    Hey man, great tutorial, but I have a question, can you transfer the high-poly z-brush mesh's UVW data to the newly formed topogun model? I can't seem to do it, it always gives me the "invalid mesh" error, and I really don't want to redo the UVW mapping process... Any tips?

  • @ScarletSnake As far as I know you cant transfer

    UV data like that but let me see if there is any option available.

  • I decided to get topogun and I need to get used to it. Thanks for the video, it cleared some confusion for me.

  • what is the difference between topogun and the graphite modeling tools in 3ds max?

  • @BTNH108464 AS much as I know Graphite modeling tool is just like the Poly Boost Plugin we had for 3Ds Max , Its a modeling and not onlya "Retopo" tool where as Topogun is a Specialized application for Retopology.

  • @kunalsarkar1984 yeah, i thought so, thanks for the response.

  • Which application are importing in ??? Try to flip the mesh vertically either while exporting from ZBrush or when u import in your Application I am sure there must be some import option for OBJ .Hope it helps.

  • When I import my zbrush mesh it's upside down... why? how can I flip it?

  • Great tutorial! 

  • @ZOMGOZZ thanks.

  • hmm this looks easy. is it easier than zbrush re topology? is it worth $100?? this program looks awesome! i just might need this.

  • @TheKSProduction Yeah I think its far better than ZBrush retopo tool maybe because it is a retopo package itself. I would say go ahead.

  • great!, how you joined the mesh guarding the uvs?...

  • @sebastianez I could'nt understand wht do you mean by guarding the UVs , but stiil I just created the mesh in Topogun and imported all of them in Maya and then refined them in maya and then did the Unwrap. Hope it helps.

  • @kunalsarkar1984 thank you very much!, did not understand how to merge the body with clothing and they have the same UV map, but now you gave me an idea. Sorry for my English!

  • @sebastianez Here I am again guessing that you are worrying about the UV's of the high poly mesh, If yes then I would say that you don't need to think about the UV's of the Hpoly model as you are only going to use it for baking purpose. The game rez can be a single mesh as far as you wish ,except the Props or other detachable things. Please explain your question if possible i will try to help.

  • @kunalsarkar1984 Thank you very much for your help!. My problem is I do not know how to mix the meshes preserving the sub-divisions in order to make normal maps in zbrush.

    Maybe my problem is I do not bake.

  • Comment removed

  • thanks for sharing. till now i created my real time meshes "manually". This makes it a lot easier :). 

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