Bro, i love you...i have a high mesh project to submit in 15 days and was worried that remeshing in zbrush would make me lose all my details. But now i can remesh and get a good uv even tho my mesh has a lot of sculptris tris and dynamesh. So once again 7 years after you made this. I love you and can i marry you
This is by far the best tutorial on the Quad Draw tool i've ever seen, the sound was perfect, and the tutor very knowledgeable for sure :), I'm subscribing by the way, keep up the good content!
Thanks for the tutorial!! By the way you don't have to close ZBrush to restart it. You can just go to preference, initialise. This will restart the program without closing it, much faster as well.
this Is the Best Tutorial on the Ungodly subject of Retopolizing and Unwrapping.. It wasn't Boring And I understood it better than ever :) thanks Dude :D
If you find Maya chugging with such a large mesh at well over a million polygons, you can use the Decimation Master plugin to get a very similar resulting mesh at a fraction of the polycount.
@@jaya_surya_a5118 There is a "Remesh" and "Retopologize" tool in maya but it takes billions of years to complete the process if you have millions of polycounts
I've Logged here only to thank you! I really appreciate this quality video, I'm currently studying game development but some parts are a bit of mess, I think only few people are able to teach properly knowing the essential of everthing. Hugs from Brazil!
Hey Alex, Thank you so much for the video it's really going to help me with my high poly Zbrush models. I was wondering when you retopo into a lower poly mesh why did you then bring the polycount up again by subdiving to use project all? Why wouldn't you Bake the Highpoly and Lowpoly normals into a texture map to give you the same detail on the low poly? Just curious because that's how I learned it at the college I graduated from for Game Art Thanks
Hi April.. That is the way to work in the Games Industry I believe. High and Low Poly models are used to Bake details on the low poly model to become game ready for use in game engines. For Games I believe, the details are highly dependent on the normal map and the other baked maps but not displacement/height map. Whereas for films, displacement map is also needed and this map is directly dependent on the number of subdivisions used while rendering but game assets do not use subdivisions to keep the performance high while real time rendering. Therefore, the process Alex used may be inclined towards creating assets for film rendering using a render engine like Arnold or Vray etc... Kindly correct me if I am misguided but this all came through some observation. Although I myself have many fundamentals that need explaining, I hope my answer clears your question.
you must have done this process like a thousand times, i noticed the poly count is exactly 2048, i guess this doesn't matter or make sense, btw, great tutorial, thanks for handing out this information for free, anyway, just wanted to comment
Can you please design a Chimera in ZBrush, Photoshop, Autodesk Maya and After Effects to make a horned lion like mythical creature for a a fantasy movie, and a video game?
I'm wondering if it's a frequent(!) step in an asset workflow to retopology the mesh (in the industry)? Like if it's an attendant of sculpting. Maybe Zspheres can be of help? What's your experience? Awesome tutorial, thank you! :)
Zspheres can't get you all the way. They are a good stating point, but if you need to make a production ready model you will always have to retopoligize.
Can you please help me on this? Once all this is done, how to use this re-topo mesh with projected details to create displacement map to be used in Maya??
Bro, i love you...i have a high mesh project to submit in 15 days and was worried that remeshing in zbrush would make me lose all my details. But now i can remesh and get a good uv even tho my mesh has a lot of sculptris tris and dynamesh. So once again 7 years after you made this. I love you and can i marry you
Lmao this is so sincere and I relate
That GPU cache trick is amazing. Thank you
This is by far the best tutorial on the Quad Draw tool i've ever seen, the sound was perfect, and the tutor very knowledgeable for sure :), I'm subscribing by the way, keep up the good content!
Thanks!
Well he did it. He made retoping look relaxing.
Thank you! So many people just fly over the retopo to zbrush workflow and leave me in the dark. Thank you so much!
Thanks a LOT for this tutorial ! I found many retopology tutorials, but none of them could explain the next step ! thanks !
This wasn't exactly what i was looking for, but ended up being more than what i needed, thanks
Thank you saved me a lot of time trying to browse videos for an actual working one
your voice is soothing and audible, really love your tutorial
oh and btw your agressive mouse click really startled me
Thank you very much Alex. By far one of the best tutorials about the retopology workflow.
5 years have passed but this still works, helps me finish my uni project, tnx a lot!
Background music is the best in any tutorial
yes, too lound in some others
background music is the first time in the history of youtube that it was perfect. It's rarely even bearable.
the tutorial is also nice ; )
i think i might be the only one who hates it soo much booom buung booom bbuungg fuckin stahp!
@@Scrahdabley Im gonna steal the background music.. someones know the song? Amazing, thanks for help.
@@666Exodia666 Not saying it's the same, but it reminds me of the game "Mini Metro". It's like those sounds in loop, maybe you can use those.
Great job, excellent video! Very detailed yet concise, teaches not only the "how" but also the "why". Thank you so much.
The first tutorial video that felt good ! Thank you!
Thanks for the tutorial!! By the way you don't have to close ZBrush to restart it.
You can just go to preference, initialise. This will restart the program without closing it, much faster as well.
Thank you for sharing
I love the relaxing music, it's at such a nice volume too so i can still here you perfectly mmm.. And great tutorial!
Thanks!
Quite exactly the tutorial i was looking for. Cheers my man!
this Is the Best Tutorial on the Ungodly subject of Retopolizing and Unwrapping.. It wasn't Boring And I understood it better than ever :) thanks Dude :D
The scale thing is exactly what I was trying to figure out, thanks
Can I just say Thank You for the nice ambient soundtrack? I wish more people would do that.
Watching in 2021, still the best Retopo tutorial
It is gratest tutorial i've seen ever on RUclips. thanks a lot.
man Im at 4:30 and you already helped me so much! THANK you
If you find Maya chugging with such a large mesh at well over a million polygons, you can use the Decimation Master plugin to get a very similar resulting mesh at a fraction of the polycount.
I can't understand...is any fastest way to remeshing the zbrush model in maya ?!
@@jaya_surya_a5118 There is a "Remesh" and "Retopologize" tool in maya but it takes billions of years to complete the process if you have millions of polycounts
That trick with the scaling saved a life
amazing tutorial, exactly what I've been looking for!
Very cool. is this type of manual workflow still valid for 2022 or should I look at something else in your opinion? because quality is top notch
Still Valid!
I've Logged here only to thank you! I really appreciate this quality video, I'm currently studying game development but some parts are a bit of mess, I think only few people are able to teach properly knowing the essential of everthing. Hugs from Brazil!
Great music choise !
as a student this helps me out a ton, thanks!
Fantastic, your tutorials are really helpful thank you!
5:00 I totally dig that background music. Thanks sir.
Excellent tutorial. Clear, and a nice atmosphere thanks to the subtle music. Well done. Subbed.
one of the best tutorial i've ever found ! thank you very much!!!
BEST TUTORIAL EVER
Exactly what we wanted 🔥 kudos man.
You're the man. Exactly what i was looking for!
I loved this tutorial so much, it helped me a lot. Clear and understandable. Thank you. :)
that GPU cache thing is actually reallyyyyy useful to now
This was such a clear and relaxing tutorial, thanks!
Finaly I've found a great tutorial about retopology! Thanks a lot!
Awesome work.
1:00 turn off export sub groups in zbrush so it doesnt split your model into a million pieces (based on your polygroups) when you export it
Hey Alex,
Thank you so much for the video it's really going to help me with my high poly Zbrush models. I was wondering when you retopo into a lower poly mesh why did you then bring the polycount up again by subdiving to use project all? Why wouldn't you Bake the Highpoly and Lowpoly normals into a texture map to give you the same detail on the low poly? Just curious because that's how I learned it at the college I graduated from for Game Art
Thanks
Hi April.. That is the way to work in the Games Industry I believe. High and Low Poly models are used to Bake details on the low poly model to become game ready for use in game engines. For Games I believe, the details are highly dependent on the normal map and the other baked maps but not displacement/height map. Whereas for films, displacement map is also needed and this map is directly dependent on the number of subdivisions used while rendering but game assets do not use subdivisions to keep the performance high while real time rendering. Therefore, the process Alex used may be inclined towards creating assets for film rendering using a render engine like Arnold or Vray etc...
Kindly correct me if I am misguided but this all came through some observation. Although I myself have many fundamentals that need explaining, I hope my answer clears your question.
Installed, everything works, thanks!
this helped me so much i could hug you. thank you!!!!!
thank you, you make it look so simple
Thank you so much! You really helped me understand the whole process!
Awesome tutorial. Definitely saved this and subscribed.
Would it not be better to use decimation master then export to Maya? less polygons same detail.
damn this video was so deeply relaxing but still reeeeally helpful! Thank you kind sir!
Amazing,Thanks a LOT for this tutorial
This tutorial is very helpful! Thanks!
i loved the tutorial ...plz keep making more stuff
Dude this is a damn life saver, i love you.
This is so so amazing
Helped me a lot Thanks 🙌🙌🙌
Impressive experience
ur sick
ty alex
guy 4 me waste of time i thought he will animate srry
hell yeah for quad draw!
love the video, and soft background music. thanks for teaching me something new!
why did you turn off symmetry half way through?
I was having trouble seeing my retopology mesh, deleting half helps with visualization. It's an optional step, you don't have to delete half.
Awesome video . Thank you so much .
Ty bro. Really the fastest install what i see.
you must have done this process like a thousand times, i noticed the poly count is exactly 2048,
i guess this doesn't matter or make sense,
btw, great tutorial,
thanks for handing out this information for free,
anyway, just wanted to comment
Thank you for this awesome tutorial, very Helpful .. Thanks again
this is really helpful man, thanks!
Thankyou sir... now i have a big bright on my head
exactly what i needed! thank you
Amazing video ❤️❤️
Your tutorial is awesome. Keep makeing awesome videos plz!!
Thank you for the tutorial!!
I followed the same process and wonder whats the next step to load it into Substance Painter for texturing ?
Can you please design a Chimera in ZBrush, Photoshop, Autodesk Maya and After Effects to make a horned lion like mythical creature for a a fantasy movie, and a video game?
22:57 How did he deselect scale on imported object?
great tutorial, very helpful!
Are you freelancing?
incredible vid learned a lot thanks
i'm an absolute beginner in MAYA, can you tell me how did you make the zbrush model transparent so you could see the polygons you were drawing?
Well
Done.
I have learned alot! Thx mate!
2:00 when importing high poly mesh export as a gpu cache from maya and then import it back in so it loads directly into gpu = faster to work with
You're amazing dude!
wow thats look mostly easy than retopology in zbrush. I`ll try right now this!
Just one question the new retopo mesh with all the details..how dense is that now with all the subdivisions..is that ideal to show a wireframe pass.
Awesome tutorial, thanks for the help :)
Thank you !!!
You deserve a beer friend.
OMG! Thank you so much! I was so lost about projection! I tried twice in Maya, but it was just coming all wrong.
Thank you so much Alex
can you make a video as a follow up to this process where you take the zbrush retopologized mesh and texture and color it and then UV those in maya?
Great!
Thank u so much Alex, this video is very helpful =)
Your Welcome!
Thanks .. It helps a lot
Quick question my model spawned away from the scene grid and symetry seems to only work where I click and not on the object itself
So now, you can take the reprojected model to animate directly?
I'm wondering if it's a frequent(!) step in an asset workflow to retopology the mesh (in the industry)? Like if it's an attendant of sculpting. Maybe Zspheres can be of help? What's your experience? Awesome tutorial, thank you! :)
Zspheres can't get you all the way. They are a good stating point, but if you need to make a production ready model you will always have to retopoligize.
Good to know, I'm fairly new to the sculpting part of modeling, but I'll include this in my learning process.
12:29 can turn symmetry on and off it isnt a script its built in right hand Modeling Toolset window
thanks buddy good job
Can you please help me on this? Once all this is done, how to use this re-topo mesh with projected details to create displacement map to be used in Maya??
I like this way ... Thank you so much
Very good tuto. Ty.
Thank you so much!! Subscribed.