🦜Retopology In The Games Industry - Fundamentals To Get You Hired

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  • Опубликовано: 28 ноя 2024
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Комментарии • 19

  • @3dmutiny
    @3dmutiny  Год назад

    ⏬Download Retop PDFS⏬: bit.ly/3xRetop_PDFS
    🎁Get a FREE Welcome Package🎁:bit.ly/3DM_Welcome
    🦜Join the Discord community🦜:bit.ly/3D_Mutiny_Discord

  • @plaz2015
    @plaz2015 7 месяцев назад +5

    Videos like these are invaluable to self taught 3D artists trying to break into the games industry. A lot of this technical stuff is hard to find when you're just searching how to make a "game ready prop". Thank you so much for making detailed and informative videos like these for FREE!

    • @3dmutiny
      @3dmutiny  7 месяцев назад +1

      Thanks. This is definitely the channel for that. :)

  • @Gustmazz
    @Gustmazz 2 месяца назад +1

    Seeing your PC and voice start to lag when you combined the subtools was so relatable 😂 Fantastic video! I learned a lot. Thanks, friend

  • @TheSatzy6699
    @TheSatzy6699 Год назад +2

    Great content 👍🏼

  • @abiyyupanggalih854
    @abiyyupanggalih854 3 месяца назад

    big quality content, Subscribed ! 📈📈

  • @purelyimaginary21
    @purelyimaginary21 Год назад +1

    Please make complete retoplogy, UV and Baking video for one complex AAA characters.

    • @3dmutiny
      @3dmutiny  Год назад

      What would be your top 3 areas to focus on in the workflow?

    • @shakirovana
      @shakirovana 4 месяца назад

      @@3dmutiny I would loove to see how you're making realistic hair for games

  • @neilwilson2747
    @neilwilson2747 Год назад +1

    Nice one

  • @mariuszmarek7964
    @mariuszmarek7964 Год назад

    hello, what is the difference between one combine low poly model consisting of many subtools (for example 20) , and one merged low poly model?
    I guess you created backpack in marvelous designer. If you retopoly'ed that mesh inside of marvelous, but every subtool seperate and then combine everything, it would be ok? Is there a limit for subtools? Or high number od subtools cause problem for riggers?
    Is there a difference between merged and combine apart from the number of polygons for a ready AAA asset?

    • @3dmutiny
      @3dmutiny  Год назад +1

      No limits to subtool.
      When you have multiple subtools / Maya objects.
      These can be left separate and exported as one FBX files.
      Everything is kept separate inside of these files.
      It's the standard we use in the games industry.

  • @Ryan-gc9om
    @Ryan-gc9om 8 месяцев назад

    Hello thanks for the video it's been a great help.
    One question though. How do you retopologize an open zipper? Is it just as similar to how you did the closed zipper in the video. I'm trying to learn retopology for a game character and the zipper is visible from all sides. Not sure if I should just zremesh instead of wasting too much time.

    • @3dmutiny
      @3dmutiny  8 месяцев назад +1

      ZRemesh is never a good solution. Manual topology is the way.
      Come onto the discord. Id need more images and description to help you out :)

    • @Ryan-gc9om
      @Ryan-gc9om 8 месяцев назад

      Haha wow you actually replied 🙏 cheers I will post some pics on Discord tomorrow

  • @degibocu
    @degibocu Год назад

    beguinner question, its posible to avoid the retopology if you export to unreal and convert the asset into nani te asset?

    • @fael3140
      @fael3140 Год назад +1

      Not in real world production.

    • @3dmutiny
      @3dmutiny  Год назад +1

      You can. However, not for games. This feature is mainly to attract the CG industry.