ZB is awesome in many ways, but unfortunately ZB's retopology tool is limited, buggy, and cumbersome to use.
I really, really hope that instead of useless gigapoly features and other marketing bs-features Pixology would spend some time on important features - like retopology.
Shaky retopology tool is of course in no way Thomas's fault - nice vid, man!
Indeed. Its all about Polyboost, and now the best retopology tool is directly in 3DS max 2010, where theyve completely merged polyboost into 3ds. Amazing graphite freeform and retopologizing toolz ftw.
Polyboost seems nice for many modeling tasks, I', not familiar with it's retopology though. Best retopology tools I've personally seen are by far in 3D Coat.
There are a lot of videos in it's site which show the workflow - can't recommend it enough. Sculpting may not yet be as good as in ZB, but retopology is awesome.
Guys, since I still get quite a lot of requests about doing a detailed tutorial, I decided to do just that. I'm currently planning a whole video series that details a complete character creation pipeline, analyzes and simplifies every single step you'd usually take for a production model.
I'll post more info on this as I'm moving it towards the finishing line :)
Exactly. It was just a little thing I did as Z3 came out to show some of my friends how the retopo tool could be used.
Basically, you'd sculpt away using a very basic basemesh and just design without any technical stuff in mind. Then you do the retopo and rebake all the details and stuff, so that you've got a clean topology.
Nowadays, I'm using Topogun for Retopologizing. Great application!
Why do you actually have to retopo when you can extract displacement/normal maps from the base mesh? It'll take less time like this and the result can be greatly comparable to the *retopologed* one...
Cause you'd actually have to start with a detailed basemesh. Also, even a detailed basemesh could become rather unusable after some heavy sculpting and if the art-director goes wild after the initial vision. So it's smarter to sculpt from simple baseModels and do a retopo later on that's perfectly based on the hiRes Sculpt.
1)if u r restricted to a base mesh that have bee approved and annoted that u dont change the sellouite or its a simple model and u dont wanna spend more time in it so u go with Zmapper (normal maps).
2)retopo is used as a process of character devolopment u got sent back 2 ur office cause some new ideas popped up in the manager office or u just like ur "new" sillouite changes in ur character .. i hope i helped ;D
How did you retain the texture while retopologising?I cant seem to do that. The texture,even though applied, disappears when i start and all im left with is the base mat_cap.
Nice model, I was wondering have you been able to stop/resume retopologizing without it giving you errors/problems? I find when I select a different tool and then go back to the retopo model, it doesnt update changes to the topology for some reason :/
Bad edge flow = bad animation, yes. But evening out the size of your faces and putting more polygons in more complex areas saves you system resources. (less subdivisions required for the same detail, and often more subdivision levels available as a result.
So, why not just build a good topology from the start? Because it's creatively liberating to not worry about structure while you're blocking in forms, and even -more- liberating to make a production artist fix these things for you.
Note to myself: Never, repeat, never sculpt a model that you want to retopologize with closed eyes and a closed mouth.
:D
No offense, dude, but it's not that hard to figure out the rest on your own. It was just one of my testing sessions and I thought it'd help people to see how well ZBrush actually traces the colorData from hiRes Sources to the newly laid out topology, which is just such a kickass feature.
what is retopology good for?
Kadda67 11 months ago
Its Fred!
XtremTutorials 1 year ago
This comment has received too many negative votes show
boring to watch
TERRANCIO 1 year ago
It's a great program, but I FUCKING HATE the interface, it's so hard to navigate
Imahaxxor 1 year ago 10
activate local and it'll use where u last clicked as a pivot when rotating
Seano71 1 year ago
@Imahaxxor I recommend Mudbox then, much easier and just as good ^_^
effilang 1 year ago
what is this tool for?
dahahaka 1 year ago
zbrush y'can find it easy in this site. it's great, of course. :)
csmtotoro 1 year ago
@dahahaka 3d modeling
Jacper60 1 year ago
@Jacper60 did he mean zbrush with retopology tools?
dahahaka 1 year ago
This has been flagged as spam show
Hey guys,
come to my channel and look at the video.
my animations are amazing!
and i entered a HP competion
PLEASE HELP ME AND VOTE THUMBS UP FOR ME!!
i3dbox 2 years ago
how do u start this? do u have to start from somewhere or scritch ?
mosgba 2 years ago
You could start from a simple zsphere (like a ball of clay) or any other preset shape you wish.
soulmman 2 years ago
that is awesome!!!!!!!......the neck looks burnt though lol
kidfromukraine 2 years ago 3
dude......that retopology tool is OWESOME....if only You could show how to use it? Thanks in advance! Peace !
jmtm00 3 years ago
Actually, no, it isn't.
ZB is awesome in many ways, but unfortunately ZB's retopology tool is limited, buggy, and cumbersome to use.
I really, really hope that instead of useless gigapoly features and other marketing bs-features Pixology would spend some time on important features - like retopology.
Shaky retopology tool is of course in no way Thomas's fault - nice vid, man!
Cheers! :)
kingcognito 2 years ago
Indeed. Its all about Polyboost, and now the best retopology tool is directly in 3DS max 2010, where theyve completely merged polyboost into 3ds. Amazing graphite freeform and retopologizing toolz ftw.
hugemalakaa 2 years ago
Polyboost seems nice for many modeling tasks, I', not familiar with it's retopology though. Best retopology tools I've personally seen are by far in 3D Coat.
There are a lot of videos in it's site which show the workflow - can't recommend it enough. Sculpting may not yet be as good as in ZB, but retopology is awesome.
kingcognito 2 years ago
Wow I didn't know that, I'm gonna have to upgrade my 3D max :)
LostFanFiction 2 years ago
zBrush 4 comes in august 09, let's hope it will bring some better retopology
Pjuker 2 years ago
do you know where to find free human head references.
Alusaint 3 years ago
On your shoulders. ?
filipfie 3 years ago 11
but what if he's an alien
and thats y he's asking?
davidsaso1234 3 years ago 4
cool mate, thanks for sharing
thudds 3 years ago
This has been flagged as spam show
pfft this is entry level shit
Sumguy21 3 years ago
Guys, since I still get quite a lot of requests about doing a detailed tutorial, I decided to do just that. I'm currently planning a whole video series that details a complete character creation pipeline, analyzes and simplifies every single step you'd usually take for a production model.
I'll post more info on this as I'm moving it towards the finishing line :)
thomasmahler 3 years ago 3
good idea ! i can't wait anymore now you talk it about ;)
okalm 3 years ago
@thomasmahler cool thank you!
Gm3Beats 11 months ago
Can someone PLEASE direct me to a Video Tutorial on how to do this in Zbrush?
Thanks
SEspider 3 years ago
This comment has received too many negative votes show
wat program do u use to make this stuff? its nuts
FootballKingSA 3 years ago
zbrush
benwil1785 3 years ago
thomasmahler great video... but u mentioned topogun .. is it better than zbrush ? or offering something better than its retopolgy system?
youmasora 3 years ago
This has been flagged as spam show
holay rjgbeyvh erffg lbagera lhfv l ewfkbopv34wy hn fcvouy gfwhv faqhjbvow ehffvpwerylrv 3rejhl vjag hkweajg erkhycwr ejl,hyvc whf aluk35t3r iuf
skyteknology 3 years ago
I've never figured out how to paint in zbrush...
EaglesScream 3 years ago
looks cool, but i dont get what you are doing ;( its like you are remaking the geometry to have a perfect mesh structure for the sculpt ?
MAKESENCE7 3 years ago
Exactly. It was just a little thing I did as Z3 came out to show some of my friends how the retopo tool could be used.
Basically, you'd sculpt away using a very basic basemesh and just design without any technical stuff in mind. Then you do the retopo and rebake all the details and stuff, so that you've got a clean topology.
Nowadays, I'm using Topogun for Retopologizing. Great application!
thomasmahler 3 years ago
Why do you actually have to retopo when you can extract displacement/normal maps from the base mesh? It'll take less time like this and the result can be greatly comparable to the *retopologed* one...
Cybermonkeyy 3 years ago
Cause you'd actually have to start with a detailed basemesh. Also, even a detailed basemesh could become rather unusable after some heavy sculpting and if the art-director goes wild after the initial vision. So it's smarter to sculpt from simple baseModels and do a retopo later on that's perfectly based on the hiRes Sculpt.
thomasmahler 3 years ago
@thomasmahler besides, isn't good topology essential for animating?
FSAthe1st 1 year ago
huge difference between zmapper and retopo:
1)if u r restricted to a base mesh that have bee approved and annoted that u dont change the sellouite or its a simple model and u dont wanna spend more time in it so u go with Zmapper (normal maps).
2)retopo is used as a process of character devolopment u got sent back 2 ur office cause some new ideas popped up in the manager office or u just like ur "new" sillouite changes in ur character .. i hope i helped ;D
youmasora 3 years ago
NIIIICE! How much time did you spend making it?
MagnusRulerHardt 3 years ago
so basically you were doing edgeloops, right?
McAlen 3 years ago
its fonzee, henry winkler
indykurt 3 years ago
looks like the "infected leader" from i am legend
hitcowpoop 3 years ago
xept
its like a fuking old guy but kinda i suppose
rampageh209 3 years ago
Good demo and nice topo flow.
Are you viewing your adaptive skin preview with projection on?
Algae998 3 years ago
Excellent model and tutorial as always.
One question,
How did you retain the texture while retopologising?I cant seem to do that. The texture,even though applied, disappears when i start and all im left with is the base mat_cap.
Cant seem to find this issue in the zbc thread.
Thanks again :)
buttsahib912 4 years ago
Nice model, I was wondering have you been able to stop/resume retopologizing without it giving you errors/problems? I find when I select a different tool and then go back to the retopo model, it doesnt update changes to the topology for some reason :/
stgsux 4 years ago
Have to save as new tool, not over origional! model.
then when you want to continue,
1 load both tools,
2 draw the retop one,
3 under topology- select topo- choose the origional model to retop.
or something like that. I know this was 2 months ago but what the hell maybe someone will read this.
JosephD79 4 years ago
thanks!
stgsux 4 years ago
thanks, it helped me! :)
i was hoping you didnt have to do this all in one sitting haha.
Algae998 3 years ago
kinda lost on the purpose of topo...is it to get a better poly flow? hah, im such a noob.
badass model by the way :)
Algae998 4 years ago
Bad edge flow = bad animation, yes. But evening out the size of your faces and putting more polygons in more complex areas saves you system resources. (less subdivisions required for the same detail, and often more subdivision levels available as a result.
So, why not just build a good topology from the start? Because it's creatively liberating to not worry about structure while you're blocking in forms, and even -more- liberating to make a production artist fix these things for you.
OldManHippo 4 years ago 2
It projects the texture straight to the new topo???
WHOAAAAA, Nice!
alogli 4 years ago
umm where is the rest of the topology..
buffyguy10 4 years ago
Note to myself: Never, repeat, never sculpt a model that you want to retopologize with closed eyes and a closed mouth.
:D
No offense, dude, but it's not that hard to figure out the rest on your own. It was just one of my testing sessions and I thought it'd help people to see how well ZBrush actually traces the colorData from hiRes Sources to the newly laid out topology, which is just such a kickass feature.
thomasmahler 4 years ago
no offence dude (im a big noob im only 14 yrs old and im inerested :P) he looks quite beaten :)
Zonde32 4 years ago
How do you download ZBrush?
Dragon4Bitter 4 years ago