@JL Mussi if you are uving a big project what do you do if you have multiple separate objects and want to uv them? Do you just select each object and uv them separately or would you combine them all and have one big uv project? I only ask as I am modelling a building and it has a load of small objects included and it's so much uving, but I am unsure if I am doing it right. I really would appreciate any advice you have when it comes to uving multiple objects in the same project, thanks keep up the great videos.
I'd utilize the UDIMS workflow for sure with this problem man. Especially if you aren't gonna be looking close at some of the objects. I'm not sure if you're going in a game engine or not but it sounds like UDIMS is the way to go.
@@kidehoward93I will look into that as I have never heard of udims properly just passing so I will dive into that and see how that helps my project, thanks. :)
Thank you so much for this Tutorial and that you don't accept Triangles. Because some Persons Make N-Gons or Triangles and don't correct them, its every Time a Pain to see, because I've learned that we have to model Quad's and not Triangle's so they don't help me with their Tutorial's because sometimes my Problem is how to Correct Triangle's but you Sir helped me a lot!
Ok man! that was insane, but what about if you get a project from Zbrush, let said a character and you need to retopo, Can you use this method to do it?
i always have to press "separate " button after using detach but in your tutorial you just detach the model and it splits into parts m using 2023version
Nice vid man! I came across this method before but forgot to include it in my notes or rather put it in my command shelf. Nice to see some version of Zremesh in Maya
NEED SOME HELP I'd like to know if this command, in Maya 2020, will work perfectly in a car I modeled in Inventor I've installed Maya 2018 student version, it didn't work, It just showed up a new little tab saying ''complex vertex'' and other stuffs like that , so I installed a plugin called ''Quad Remesher'', but it deforms the car and even makes some parts of it disappear
Hey JL! Awesome tutorial as usual man! This may sound like a dumb question, but is when is topology really necessary? Does it depend on the situation you are using that model for because most of the time when I model, if it looks good visually in my smooth preview then I move forward. I'm getting back into doing 3d and wanted to know your perspective on this. I would assume this would matter more in a production environment correct?
Really depends on a couple of factors. Say you model a car with many curves and shiny car paint, bad topology will cause pinching. Flat areas are much more forgiving so are objects with dull or noisy textures which can hide imperfections. Good topology is not needed all the time but it's a skill you need to eventually learn.
@@jlmussi Since you are a freelance artist can you make some videos on how to market yourself as a freelancer or tips on presenting your work? If that that is off topic for your audience I understand lol but I at least thought I should ask
I think it's a good tool to have in you pocket. There are complex shapes that are pretty time consuming like the one I showed that are exponentially faster to create with booleans and then run an auto retopo. BUT you still have to know the basics, as in this video I did a small amount of manual cleanup to the get the topology exactly how I wanted.
hello!, i see that the amount of triangles when you do the polyRemesh is more even in your examples than mines, mine it just triangulated existing poligons but in your example the polyRemesh made it more even what im doing wrong ?
@@jlmussi Cool !! Can't wait... There's a bunch of them but all are for organic and very little are coming from Maya. I'm trying to find some for hard surface!
@@HugoBossMtl Painter is super powerful. In a class this month that covers a ton of the basics and part of the more advanced topics, and someone really should do a Painter tut, including anchors and grunges (not just those, Painter is insanely good) Sidenote: never try responding when you haven't even had a sip of coffee yet
Hello, JL Mussi. I follow your tutorials, they have effected my career and helped me a lot. if it's possible make more trick tutorials for modeling! Good luck
That is a perfect usage for quad and live objects. More thinking for everyone else. Ngons are a nightmare when doing heads. Was only thinking more for the other people just starting out
I think it's because when it's doing the process it defaults on a high settings. Not sure but I saw people made a simple script on changing that setting where it starts on a low resolution.
While auto-retop is a great innovation, Even in Maya 2020, I feel that it could use a lot of refinement.. Hell, I've been pissin with it for the last hour cuz it keeps getting six minutes in, then telling me that it can't continue because I need to use mesh/cleanup tool on the mesh, but I've done that five times already , and even with every option selected, and it still won't retop.. And that's just a single issue with getting it to work at all. But imho the far worse issue is what a mess it makes of the topology.. Like, I'm looking at something as basic as that thing you did in this video, and wondering how the in hell it can't even keep an even distance between the polys... they're all over the place... Ironically, this video done by Autodesk on the feature, shows them doing a bit of cleanup on this monstrosity of a 3D scanned object, then running auto-retop on it, and it gave the thing perfect topology..
@JL Mussi if you are uving a big project what do you do if you have multiple separate objects and want to uv them? Do you just select each object and uv them separately or would you combine them all and have one big uv project? I only ask as I am modelling a building and it has a load of small objects included and it's so much uving, but I am unsure if I am doing it right. I really would appreciate any advice you have when it comes to uving multiple objects in the same project, thanks keep up the great videos.
I'd utilize the UDIMS workflow for sure with this problem man. Especially if you aren't gonna be looking close at some of the objects. I'm not sure if you're going in a game engine or not but it sounds like UDIMS is the way to go.
@@kidehoward93I will look into that as I have never heard of udims properly just passing so I will dive into that and see how that helps my project, thanks. :)
Thanks JL, this is great.
Thanks man!
Sir you are a great man.
Thank you so much thanks alot of . yor teaching method is very good.
Every video you made you increase my knowledge thx a lot bruv
That's why I'm here.
Thank you so much for this Tutorial and that you don't accept Triangles. Because some Persons Make N-Gons or Triangles and don't correct them, its every Time a Pain to see, because I've learned that we have to model Quad's and not Triangle's so they don't help me with their Tutorial's because sometimes my Problem is how to Correct Triangle's but you Sir helped me a lot!
what if you want to use the autoretopo to an object that has uv's and it's own textures already?
It will work on My Maya 2017 ?
Thanks a lot, man. Your videos are very helpful and this video is no exception.
Glad I could help.
Ok man! that was insane, but what about if you get a project from Zbrush, let said a character and you need to retopo, Can you use this method to do it?
When i write polyRemesh; my model have 60k triangles, how to reduse to lower numbers?
Retopo is not available on the Mac version unfortunately. Hope they add it soon.
It was in the works in 2017, but it would be nice to get this up and working
Don’t use Mac if you’re serious about 3D.
@@chamade166 my Mac runs Maya 100x better than my Windows machine
i always have to press "separate " button after using detach but in your tutorial you just detach the model and it splits into parts
m using 2023version
Nice vid man! I came across this method before but forgot to include it in my notes or rather put it in my command shelf. Nice to see some version of Zremesh in Maya
@Solid Snake nice tip man gonna check this out
how i add the MEL panel in my UI? ty
Awesome man! I'm learning heaps, very clear instructions and great examples. Appreciate it.
NEED SOME HELP
I'd like to know if this command, in Maya 2020, will work perfectly in a car I modeled in Inventor
I've installed Maya 2018 student version, it didn't work, It just showed up a new little tab saying ''complex vertex'' and other stuffs like that , so I installed a plugin called ''Quad Remesher'', but it deforms the car and even makes some parts of it disappear
do the PolyRemesh;
PolyRetopo; commands only work in maya 2019?
Doesn’t work on Mac
I always learn something when I watch your videos. By the way.. unfortunately it's not working on mac.
Another excellent tutorial.
Thanks Robert, always nice to see you pop up in the comments section.
Hey JL! Awesome tutorial as usual man! This may sound like a dumb question, but is when is topology really necessary? Does it depend on the situation you are using that model for because most of the time when I model, if it looks good visually in my smooth preview then I move forward. I'm getting back into doing 3d and wanted to know your perspective on this. I would assume this would matter more in a production environment correct?
Really depends on a couple of factors. Say you model a car with many curves and shiny car paint, bad topology will cause pinching. Flat areas are much more forgiving so are objects with dull or noisy textures which can hide imperfections. Good topology is not needed all the time but it's a skill you need to eventually learn.
@@jlmussi thanks for this! Definitely helps me out!
@@jlmussi Since you are a freelance artist can you make some videos on how to market yourself as a freelancer or tips on presenting your work? If that that is off topic for your audience I understand lol but I at least thought I should ask
@@nicholaskemp6041 Actually your are not the first to ask. I have those videos in the works, so stay tuned for those.
@@jlmussi Dope! I can't wait! Thanks!
Great! man, thanks a lot for sharing your knowledge, blessings.
Very useful thanks! Do you think this workflow will replace the classic way to modeling?
I think it's a good tool to have in you pocket. There are complex shapes that are pretty time consuming like the one I showed that are exponentially faster to create with booleans and then run an auto retopo. BUT you still have to know the basics, as in this video I did a small amount of manual cleanup to the get the topology exactly how I wanted.
thank you dude, me as beginner in 3d surely will use your tips and hack in maya
hello!, i see that the amount of triangles when you do the polyRemesh is more even in your examples than mines, mine it just triangulated existing poligons but in your example the polyRemesh made it more even what im doing wrong ?
nice to make beautiful poly :D
Awesome tuts, thankyou so much
Holy moly
hey JL! I cannot acess the guide, is there any other link where i can download it? Thank you!!
Try again, link should work now.
@@jlmussi yeaa! thanks man!
maybe it works for maya mesh but it not works very well with import Obj. from Zbrush ( or completly it not working with OBJ).
Very nice!
Great video thank you!!
God bless you man.
I tried to search for a link in different browsers, on PC and cell phone and I can't find how to download the guide, or a box to enter emails
Are you scrolling to the bottom of the page?
@@jlmussi yes i do but nothing
great tutorial for learners sir.. keep teaching us..
wow man thx it's really useful
Awesome mate love it
why so many extra faces / edge loops ?
you did great
do we have to load these tools seprately and are this tools available in maya by default.
2020 its a default tool, 2019 you have to type the commands like I did.
Thanks jl mussi it's a good tutorial
10:10 Maya auto retopology
Thanks alot for this Video mate :)
thx so much for the amazing infos.
thank you so much JL
Anytime brother.
Great tut like always!! 🔥🔥🔥
I see that you tutorialize Painter. Could you make videos on Mari ? If you know it of course! Thanks bro!
Thanks Hugo, yea haven't used Mari that much. But I definitely want to learn it and eventually create some videos.
@@jlmussi Cool !! Can't wait... There's a bunch of them but all are for organic and very little are coming from Maya. I'm trying to find some for hard surface!
@@HugoBossMtl Painter is super powerful. In a class this month that covers a ton of the basics and part of the more advanced topics, and someone really should do a Painter tut, including anchors and grunges (not just those, Painter is insanely good)
Sidenote: never try responding when you haven't even had a sip of coffee yet
# Error: NameError: file line 1: name 'poi' is not defined при попытке ввести poi/Remesh; , при попытку ввести polyRemesh; ситуация такая же
Павел Щетько polyRemesh;
I LEARNT SO MUCH THANK U
You're welcome Nicola, glad I could help you on your learning journey!
Hello, JL Mussi.
I follow your tutorials, they have effected my career and helped me a lot.
if it's possible make more trick tutorials for modeling!
Good luck
Does this only work with Maya 2019? Can it work with 2018 also?
Tested it on 2019, but I believe it might work on 2018.
@@jlmussi Ok cool. Thanks a lot
when you select edge loop to work on only 1 section , my edges are not straight they curve around
Where are you typing the "remesh?"
How about an organic retopo video? I know when I first started, faces and bodies were not a clear option
This should help: ruclips.net/video/PFmbSPSc0dk/видео.html
That is a perfect usage for quad and live objects. More thinking for everyone else. Ngons are a nightmare when doing heads. Was only thinking more for the other people just starting out
Nice I learn new
Thanks, always nice seeing you stop by the comments section.
that was soooooooo cool
That's my specialty 😁
Good stuff
Yo ! That’s a great tips . I basically need something like that. I am going to try it how! Hi5
nice hack, new sub
Welcome to the squad!
My Maya 2019 have fatal crash after polyRetopo; why? :(
try killing the history of the mesh before you run polyRetopo
Did you update? 2019 has some serious bugs as non-updated. Blendshapes for one, crashes without any diagnosis dialog
I think it's because when it's doing the process it defaults on a high settings. Not sure but I saw people made a simple script on changing that setting where it starts on a low resolution.
спасибо
мне помогло
While auto-retop is a great innovation, Even in Maya 2020, I feel that it could use a lot of refinement.. Hell, I've been pissin with it for the last hour cuz it keeps getting six minutes in, then telling me that it can't continue because I need to use mesh/cleanup tool on the mesh, but I've done that five times already , and even with every option selected, and it still won't retop..
And that's just a single issue with getting it to work at all. But imho the far worse issue is what a mess it makes of the topology.. Like, I'm looking at something as basic as that thing you did in this video, and wondering how the in hell it can't even keep an even distance between the polys... they're all over the place...
Ironically, this video done by Autodesk on the feature, shows them doing a bit of cleanup on this monstrosity of a 3D scanned object, then running auto-retop on it, and it gave the thing perfect topology..
Not so much Auto Retoplogy as it is a manual Retopology.
Quard remerher is better than Maya Retopology