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.
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
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
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.
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?
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 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??
Hi, Im having a problem where the the gpu cache is not importing/exporting properly. I tried this a few days ago and it worked perfectly but today i tried exporting and importing something as a abc file but it doesnt have the lightning bolt icon and the mesh still indicates in has polygons. the abc mesh also gets triangulated. I think I disabled something in my plug in manager but i tried enabling the gpu cache and abc import export plugins already. it doesnt work. how can i fix this? i really love how convenient the gpu cache is. thanks!
sir can you help me i have a issue in zbrush , i retopologise my sculpt then import to zbrush same as u but next day i open zbrush say your file replaced by maya file so cant open it
thank you this tutorial is very helpful. but i have a question, what will we do after the "project all"? will we save as low and high? and Transfer to substance?
Hi Alex! Thank you for the elobrate video. I have a question concerning the import of the topology back to Zbrush if you originally started out in Maya. I've seen quite a few tutorials mention that you should go to the lowest subdivision level, export that as an obj to maya and retopologize. However when the reropology gets back into Zbrush various sources say different things and I never know what the optimal workflow is. Some mention just to import the retopologized mesh from the lowest subdivision whereas others go through a projecting process. What's the difference or what is preferable?
Help! I have question... After the retopology and open it in Zbrush, can you use exactly that model for an animation in Maya? I don't understand how we animate the low poly model maintaining all the details of a high poly. Thanks for the video though!
I just learned more in 27.12 mins than I have learned in my program. They refuse to let us utilze Zbrush so I have to learn it on my own. How far should you get into the sculpting process before retopologizing? Can you start a sculpt and finish it then use the retopology technique? Or is it better to do this in passes the way you did? Or is it more of a case-by-case issue?
Apologies for the noob question since I am new to 3d sculpting and texturing: but I am wondering do you have to UV unwrap again if you continue to sculpt after all of this? I thought you were going back to z-brush after the retopo to basically project the mesh in order to generate height and normal maps... but then you said "you can continue working and adding details". I am struggling to understand how any further details would make it into the final mesh--would they only be calculated into the normal map? I am assuming that since you already created the UVs you wouldn't want any sweeping changes or any crazy additional geo created, right? Perhaps I am just not understanding the final export process out of z-brush either...
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
That GPU cache trick is amazing. Thank you
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!
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.
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!
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
5 years have passed but this still works, helps me finish my uni project, tnx a lot!
Thank you saved me a lot of time trying to browse videos for an actual working one
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
This wasn't exactly what i was looking for, but ended up being more than what i needed, thanks
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.
That trick with the scaling saved a life
Watching in 2021, still the best Retopo tutorial
Great job, excellent video! Very detailed yet concise, teaches not only the "how" but also the "why". 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 !
The scale thing is exactly what I was trying to figure out, thanks
The first tutorial video that felt good ! Thank you!
Can I just say Thank You for the nice ambient soundtrack? I wish more people would do that.
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
as a student this helps me out a ton, thanks!
It is gratest tutorial i've seen ever on RUclips. thanks a lot.
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!
You're the man. Exactly what i was looking for!
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!
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!
that GPU cache thing is actually reallyyyyy useful to now
Exactly what we wanted 🔥 kudos man.
one of the best tutorial i've ever found ! thank you very much!!!
5:00 I totally dig that background music. Thanks sir.
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
Finaly I've found a great tutorial about retopology! Thanks a lot!
man Im at 4:30 and you already helped me so much! THANK you
Fantastic, your tutorials are really helpful thank you!
Excellent tutorial. Clear, and a nice atmosphere thanks to the subtle music. Well done. Subbed.
Installed, everything works, thanks!
BEST TUTORIAL EVER
This was such a clear and relaxing tutorial, thanks!
What about importing midi files because most midis freezes my program. What can I do about it? I'm using soft soft Bundle Pack by
thank you, you make it look so simple
this helped me so much i could hug you. thank you!!!!!
Would it not be better to use decimation master then export to Maya? less polygons same detail.
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.
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 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?
I'm so sick of 3D coat doing amazing things but something stupid like adding one vertex I can't figure out.
Thanks for this
Awesome work.
I loved this tutorial so much, it helped me a lot. Clear and understandable. Thank you. :)
Thank you so much! You really helped me understand the whole process!
Thank you for the tutorial!!
I followed the same process and wonder whats the next step to load it into Substance Painter for texturing ?
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
Dude this is a damn life saver, i love you.
Awesome tutorial. Definitely saved this and subscribed.
I’m always confused, so when do you retopologies the horns? If you exported separately they wouldn’t match up?
Thankyou sir... now i have a big bright on my head
Amazing,Thanks a LOT for this tutorial
how would you insert a half note in the channel rack
Great music choise !
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.
i loved the tutorial ...plz keep making more stuff
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?
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??
OMG! Thank you so much! I was so lost about projection! I tried twice in Maya, but it was just coming all wrong.
whats the best way to learn modelling in maya?
Your tutorial is awesome. Keep makeing awesome videos plz!!
damn this video was so deeply relaxing but still reeeeally helpful! Thank you kind sir!
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.
Hi, Im having a problem where the the gpu cache is not importing/exporting properly. I tried this a few days ago and it worked perfectly but today i tried exporting and importing something as a abc file but it doesnt have the lightning bolt icon and the mesh still indicates in has polygons. the abc mesh also gets triangulated. I think I disabled something in my plug in manager but i tried enabling the gpu cache and abc import export plugins already. it doesnt work. how can i fix this? i really love how convenient the gpu cache is. thanks!
wow thats look mostly easy than retopology in zbrush. I`ll try right now this!
if i want painting my mesh hight poly in zbrush i need open the uv?
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
thank you really help me bro how to displays fps option on u r maya viewport let me know
Impressive experience
sir can you help me i have a issue in zbrush , i retopologise my sculpt then import to zbrush same as u but next day i open zbrush say your file replaced by maya file so cant open it
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
So now, you can take the reprojected model to animate directly?
thank you this tutorial is very helpful. but i have a question, what will we do after the "project all"? will we save as low and high? and Transfer to substance?
ur sick
ty alex
guy 4 me waste of time i thought he will animate srry
Everyday I watch a tutorial for other software. I realize I'm so blessed that I know Blender
the process is indeed simple... it takes a lot of time but he didn't say it's super fast :)
yeah its really simple, maya is a very simple program in general, that and 3ds max both are.
This tutorial is very helpful! Thanks!
why my retopology in maya can't lined up in hi poly zbrush?
Hi, is the projection step purpose is to have the scupled detailed on the nice topology mesh? I'm 3D noob and try to understand 3D production pipeline
hell yeah for quad draw!
Ty bro. Really the fastest install what i see.
Please would you tell me if i have to do the retopology always?
My symmetry button doesn't seem to work. Even when I clicked object X the other side doesn't appear. Any help?
Awesome video . Thank you so much .
Why did you stop? How do we export the displacement map!?!
Amazing video ❤️❤️
Hi Alex! Thank you for the elobrate video. I have a question concerning the import of the topology back to Zbrush if you originally started out in Maya. I've seen quite a few tutorials mention that you should go to the lowest subdivision level, export that as an obj to maya and retopologize. However when the reropology gets back into Zbrush various sources say different things and I never know what the optimal workflow is. Some mention just to import the retopologized mesh from the lowest subdivision whereas others go through a projecting process. What's the difference or what is preferable?
Help! I have question... After the retopology and open it in Zbrush, can you use exactly that model for an animation in Maya? I don't understand how we animate the low poly model maintaining all the details of a high poly. Thanks for the video though!
I just learned more in 27.12 mins than I have learned in my program. They refuse to let us utilze Zbrush so I have to learn it on my own. How far should you get into the sculpting process before retopologizing? Can you start a sculpt and finish it then use the retopology technique? Or is it better to do this in passes the way you did? Or is it more of a case-by-case issue?
Situation based. But I like to retopo as early as possible.
Hi Alex!
So, how can I use the Quad Tool in the object? I've tried but the points stay away from the object.
Can you do this process after painting or before painting the texture?
you neet zbrushcore or zbrush all features to do this?
Apologies for the noob question since I am new to 3d sculpting and texturing: but I am wondering do you have to UV unwrap again if you continue to sculpt after all of this? I thought you were going back to z-brush after the retopo to basically project the mesh in order to generate height and normal maps... but then you said "you can continue working and adding details". I am struggling to understand how any further details would make it into the final mesh--would they only be calculated into the normal map? I am assuming that since you already created the UVs you wouldn't want any sweeping changes or any crazy additional geo created, right? Perhaps I am just not understanding the final export process out of z-brush either...
Спасибо. За тутор очень полезная инфа. плюсую :)