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Zbrush retopology

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Uploaded by on Jun 21, 2009

An alternate way to build complex RT mesh, using retopology over rough Zbrush sculpt.
I like this method, gives more control of shape and silhouette.

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Howto & Style

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Standard YouTube License

  • likes, 3 dislikes

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Uploader Comments (slipgatecentral)

  • realy didnt get the point of this tutorial, but anyway thanx for sharing, its always been a pleasure to watch your new stuff ;)

  • 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.

  • Very impressive!

    Are you going to animate this later? Or are you just rendering a 3D image of it?

  • nope, it's for a low poly armored character, shoulderpad armor piece :)

Top Comments

  • 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

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All Comments (68)

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  • @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.

  • brilliant

  • th4nk_U

  • @Karlettto89 preferences>draw>front opacity=1

  • How don't you see backface vertex?

  • Hey, which brushes did you use for 1. forming the blade and 2. sharpening the edges of it? :)

  • retopology sucks should not exist..

  • How did you reverse-select? Those parts you darkened so they wouldnt get affected and reverse the effect? Nice model btw

  • AWESOME!

  • why to bother? use 3d-coat instead! ;-)

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