PLEASE keep making Zbrush videos like this!! This video explained things as simply as quickly as possible...and we Zbrush/3D sculpting and Modeling newer users GREATLY NEED THESE SORTS OF VIDEOS!!
@@hartgameart Btw i'd love to see a video specifically on how you went from ZBrush to Unity3D in termos of retopology. Your models in Unity3D i'm guessing are flawless based on what i've seen in Crowfall.
Hi, hart. As far as I know the Target Polygon counter slider defines approximately the final polygon count of a model in 1K steps. So 5 means there will be around 5K polygons after remeshing.
Good video. I use polygroups to paint loop and areas where I want to have a nice edge loop then i keep group while remeshing organics topologies and it works very well
legacy zremesher works best with polygroups on organic surfaces and TWO options ON simultaneously - keepgroups and freezeborder. then you can repeat it playing with smoothgroups slider. it gives you very good topoflow, which is unreacheable with this new zremesher, which almost not working with polygroups on organic model
Awesome break down! Found this while trying to explain Zremesh to someone. As Far as I know Freeze Border is intended to keep hold the shape of edges of non volume meshes if you were trying to line up separate pieces. For example it should be effecting the edges where you cut around his neck/shoulders. But I am not sure if it is a legacy feature that the new zremesh takes into account anyway. Also for keep groups I have noticed that 0 Smoothing tends to cause errors but setting to .1 or something pretty low it will usually do a lot better at keeping edges.
honestly, at some point i gave up on Zremesher, i feel like im way faster doing retopo manually with Zmodeler with edge extrude and move point with attraction. Maybe im biased becouse im doing hard surface and not organic stuff, but i still feel like doing retopo manually and then subdividing mesh and projecting details back from high poly model in organic model cases is better. On side note 3DS max currently have best hard surface auto retopology, its crazy, worth checking out.
Informative video! Some of the things like Freeze Border and Freeze Groups, I never understood how to use them. Also what is the song names and artists at 5:25 & 9:05 ? Love the way they sound
I feel like my workflow is in a weird place in regards to UVs. I still do all my unwrapping in maya which is funny since it's really the only thing i'm still doing in maya on a consistent basis. If I didn't have access to maya through work I'm not sure what I would do though. I'd probably look at blender or maybe unfold3d which I've heard has similar tools to maya. Though for personal stuff that doesn't need as strict UV standards I think i'm going to start leaning on substance painters auto unwrap more since it does do a pretty good job. I even do use Zbrush's auto-unwrap sometimes but then I export to clean it up and repack in maya. I would love to see Zbrush do a major UV and Retopo update sometime in the future
PLEASE keep making Zbrush videos like this!! This video explained things as simply as quickly as possible...and we Zbrush/3D sculpting and Modeling newer users GREATLY NEED THESE SORTS OF VIDEOS!!
Thank you, your expolanation and tutorials are so clear, efficient and not boring. Unlike A LOT of other ones. Thank you.
you are killing it with these videos. Keep them coming!
Thank you Scott! The encouragment means a lot!
@@hartgameart Btw i'd love to see a video specifically on how you went from ZBrush to Unity3D in termos of retopology. Your models in Unity3D i'm guessing are flawless based on what i've seen in Crowfall.
A solid overview - subbed!
Excellent explanation, the youtube algorithm will bring you all the subs eventually! Subbed instantly.
Appreciate it shahz!
Hi, hart. As far as I know the Target Polygon counter slider defines approximately the final polygon count of a model in 1K steps. So 5 means there will be around 5K polygons after remeshing.
Good video. I use polygroups to paint loop and areas where I want to have a nice edge loop then i keep group while remeshing organics topologies and it works very well
Thank you for the video!
Keep the good stuff!
Regards from Brazil!
Thank you for these great videos, you are such a good teacher
Thank you so much for this! Incredibly useful in my current project!
no problem glad it helps!
God bless you for this
legacy zremesher works best with polygroups on organic surfaces and TWO options ON simultaneously - keepgroups and freezeborder. then you can repeat it playing with smoothgroups slider. it gives you very good topoflow, which is unreacheable with this new zremesher, which almost not working with polygroups on organic model
Thanks for this video. By doing this do we still need to retopo the model or it can be animation ready?
Just discovered your channel! Great video btw, keep up the good work!
Thank you so much, this really made the menu a lot less intimidating as a beginner
That's awesome to hear! Glad it helped you out a bit
best explenation better than the pixologic ones
Awesome break down! Found this while trying to explain Zremesh to someone.
As Far as I know Freeze Border is intended to keep hold the shape of edges of non volume meshes if you were trying to line up separate pieces. For example it should be effecting the edges where you cut around his neck/shoulders. But I am not sure if it is a legacy feature that the new zremesh takes into account anyway.
Also for keep groups I have noticed that 0 Smoothing tends to cause errors but setting to .1 or something pretty low it will usually do a lot better at keeping edges.
Glad you liked it! That makes sense. Situations where your head mesh is a separate object from the body that would be very useful.
honestly, at some point i gave up on Zremesher, i feel like im way faster doing retopo manually with Zmodeler with edge extrude and move point with attraction. Maybe im biased becouse im doing hard surface and not organic stuff, but i still feel like doing retopo manually and then subdividing mesh and projecting details back from high poly model in organic model cases is better. On side note 3DS max currently have best hard surface auto retopology, its crazy, worth checking out.
Hey Comrade! Thanks for the tips, I've already signed up...good luck and "This is the way" ! 🔥🔥🔥
Thank you and good vibes!
Really good video, thanks for posting!
Informative video! Some of the things like Freeze Border and Freeze Groups, I never understood how to use them. Also what is the song names and artists at 5:25 & 9:05 ? Love the way they sound
I wish you good luck, your channel is amazing .
Thank you so much! That’s really kind of you!
Good tutorial
thanks
it's so cool explanation
Awesome vid! You won a new subscriber haha
Thank you man! I appreciate it
Invaluable information!
Really nice tutorial ty!
Thank you! you are the best!
very nice tutorial
Why ZRemesher do not make Edge Loop even when I make the guidelines with ZRemesher Guides brush? Did you use the base mesh?
This is so helpful!!!!
Thank you so muchhhhh
What are the song names at 5:25 & 9:05
to understanding zremesher should be started from quadremesher then retopology in 3ds max and finally zremesher in zbrush
great tut. thanks
Sublime
Such a good video!
Thank you!
How do you handle character retopo and UV. Since they decided to forget about Peel UV, do you use other applications to finish the character pipeline?
I feel like my workflow is in a weird place in regards to UVs. I still do all my unwrapping in maya which is funny since it's really the only thing i'm still doing in maya on a consistent basis.
If I didn't have access to maya through work I'm not sure what I would do though. I'd probably look at blender or maybe unfold3d which I've heard has similar tools to maya. Though for personal stuff that doesn't need as strict UV standards I think i'm going to start leaning on substance painters auto unwrap more since it does do a pretty good job. I even do use Zbrush's auto-unwrap sometimes but then I export to clean it up and repack in maya. I would love to see Zbrush do a major UV and Retopo update sometime in the future
im just going to sub right away
its the last refuge of people who cannot be arsed to retopologise by hand :)
awesome video
music is too loud/distracting compared to your narrations though
Thanks def agree about the music. Will have to make an updated version at some point
3ds max retopo modify much better then zremesher. But anyway thank you for video.
thank you so much bro.
"but I dont like BG music"
bruh, what's this music? i need it lollz
Thank you!
Thank you!