In addition to using the GPU cahce, it is also extremely important to decimate the meshes before and also turn off history in maya while using quad draw so you dont have to clear the history every few minutes. The reason it starts getting slow is because it keeps the history, click the icon at the top near the hypershade icon to turn off history and it will never be slow.
That is amazing I have a 5 yr old laptop that is lagging on a 80k objects ant retopo is a nightmare for me I have even thinking about buying a better workstation because of it but now I got a new motivation for work. This thing is even better than tutorial because tutorial gives you only knowledge, and flipped normals give you the knowledge and motivation thanks a lot guys keep it up please the high-quality content is the final stand of a good RUclipsr.
One more trick that will speed up your Quad Draw tool when retopoing is to turn off your Construction History. It will stop the tool from slowing down as you're retopoing. The icon is to the left of the Render View button.
Dude, you need to decimate your models before importing them inside Maya. Even with decimation you will still have to use the GPU Alembic trick to have a smooth workflow. Use those two in combination.
1:00 GPU Cache trick when bringing in Model from Zbrush and is super dense, FB guy also taught me this 2:25 How to actually do it 2:30) Troubleshoot) If you cant see the GPU Cache Export Menu bar ****ALSO MAKE SURE THAT YOU SELECT THE MODEL FIRST or else the menu wont come up either 2:58) Cache>GPU Cache> Export Selection Export your high poly as a GPU Cache Only need to export "Current Frame" Unless you want to preview an animation 3:25) After export, then can import in 3:40) Feature of GPU Cache is can use "Make Live" on it, the rest is history
hi, i rewatch this video , because this tips work on maya 20-22-23, but NOT on 24....tahnks autodesk, unless you finded about this issue ? i still work with the old way, or work retopo x cache on maya 23, but voila im curious if there is a solution for maya 2024 thanks
Thanks guys! That was an awesome tutorial but I have a doubt about retopo, See most of the time I see something getting retopo'ed, it would be a character like a human or monster(most of the times on flippedN). But what if I what to model a weapon, to be more precise had surfaces for games. How would I then make it low poly? Should I use the same retopo method or is it only for organic things? Waiting for your reply. Thanks once again and have a fantastic day both o'you!
you mean. 1. import it in a normal way in the File>Import 2. Export it as GPU CACHE>export 3. Import it as GPU CACHE>Import? this is great and I love you guys for this awesome tip.` if you like this video hit like-comment-and subscribe, but I already did that all what else can I do? oh support not yet I'm low in wages :) but soon as you guys deserve all the best!
It says zero poly for the alembic file so does it mean if made some shit in maya and export it as the gpu cache and bring it back in and i used that to render will it render Faster cuz it says 0 polys ?
This one was very cool!...by the way, why do you have the plugin manager almost empty? Is Maya more responsive that way? Does it give errors for not having the usual stuff?
Richard Mos thanks, didn't saw that...I was asking because recently I read that big studios get Maya's source code and those versions are extremely optimized for their particular pipelines, I thought this was one of those customized versions.
i know this is unrelated but can you apply for a freelance job at a studio and at the same time still schooling like will they accept you knowing the circumstances ? ( aside from the obvious of having a killer portfolio ) ???
It's not working for me. I imported an OBJ file and then exported it into the GPU cache, after that I deleted the obj file and imported the cache file ...I turned it into a live object...but while using the quad draw tool it is not working and it says qwad draw requires a live surface.
What do you two think of Max? Could I use it retopologize sculptures from ZBrush? You guys drove me into it. I'm more inspired than never, I'm just waiting for my tablet to be delivered for me to start and practice more.
Thanks for this! Do you think it is worth doing a may be short video on Quadro vs GeForce cards...what are the advantages of both in the character sculpting vs animation vs general VFX work flow? Few years back, I used to hear that Quadros are must for Maya. Not sure how true that is today, and if so I don't know if it is common knowledge as to when it is better to have one over the other.
Great tutorial, in my opinion Maya really needs enhancement on its viewport 2 to handle more millions of polygons (something similar to sculpting programs, even if not exactly like the technology they use) & Autodesk people mentioned that they are aware of that slowdown issue & the retopology/quad draw tools limitation but I really hope the new Maya 2019 (or whatever name they will give it) will be more enhanced whether it has many new features or not. anyways thx for this tutorial/tip here
whoa gr8 tip guys! thx! btw i usually just decimate my models from zbrush and use it to retopo in maya! i just import super high mesh into maya for bake preparations and them bring it all to substance painter... Decimate models are viable you guys think?
thanks for the trick. Does it matter performance wise if the model is decimated before i use the GPU cache? i am guessing not because it shows as 0 polys anyway but i am wondering if it actually matter
Amazing trick! What kind of witchcraft is this?! xD I wonder if Alembic has similar caching for other software as well since most of 3d tools have Alembic integrated. Thanks for sharing!
Hi Flipped normals, thanks for your rich videos. I have a problem with scaling when using zbrush ans then when exporting to and fro maya. Pls how can this be solved once and for all. Thanks
Cool one, didnt know something like this exists in Maya. But even my Quadro 600 can handle up to 3 mil. polys with no substancial lag. I guess you start using caching whenyour scene is like really really large.
i believe max can handle high polys easily, it doesn't have construction history..etc but you need a good PC however it's retopo tools are not cutting edge.
theres a weird bug in maya , I was doing retopo with symmetry and history became heavy so when I tried to delete it, it created me several copys of my character like if it were mirriored in a circle..... it became so slooooooow
We recommend that you dont retopo with symmetry on, as that's just super heavy. Also we always mirror it over at the end anyway, as that way you get perfectly symmetrical UVS :)
Spliting the mesh maybe...or hide some parts together with multieres. modifier subd resulution reducing??. ... sry I write befor I see this...oh what a trick is it ??!!..work it in blender .??p.s. always great work thx.. .greating Seb.R. P.s...p.s. oh wow wait what great tools and settings or feature Maya and Max for mesh editing and retope and even cach sheduling had.my chine klaps. blender looks like lacking a lot but maybe is a tiny bit simpler and not so overehelming .
Hey, guys, this is very useful, but it still annoys me they don't have this as default for all file types. As a note, 2018 has a far better performance, as the Quad Draw tool has improved drastically. When you would draw whole new quads or tris in 2015-2017, Maya would create entirely new materials with shaders numbering into the tens of thousands. This clogged up RAM and prevented many users from utilizing this tool to its intended end. There are still forums online with poor Maya users convinced their beastly gaming rigs simply weren't fast enough to handle the power of retopology!!!
just export your mesh (or the selected parts of it) using the export options on file in maya, either fbx or obj, Zbrush can load them, just u need to import them from different places (in Zbrush) Obj can be imported from the tools menu Fbx instead u need to check on the plugins menu, there's an fbx import/export related one (but i should open it for tell the exact name :3)
In addition to using the GPU cahce, it is also extremely important to decimate the meshes before and also turn off history in maya while using quad draw so you dont have to clear the history every few minutes. The reason it starts getting slow is because it keeps the history, click the icon at the top near the hypershade icon to turn off history and it will never be slow.
Wow It's solved but I can undo like always no?
@@NeloMN1 Great! Yeah when disabling history the undo que still functions as normal as it is a separate thing.
The history tip is great, ta :)
This video right here is one of the reasons that flipped normals is one of the best channel s/website on the internet.
Stay awesome guys
Thank you! Much appreciated.
Of course this video comes out the day after I finish retopologizing a character. Lucky me lol.
Next one will be a lot faster then :D
Haha
Typical lol
Same xD
There will be more.
That is amazing I have a 5 yr old laptop that is lagging on a 80k objects ant retopo is a nightmare for me I have even thinking about buying a better workstation because of it but now I got a new motivation for work. This thing is even better than tutorial because tutorial gives you only knowledge, and flipped normals give you the knowledge and motivation thanks a lot guys keep it up please the high-quality content is the final stand of a good RUclipsr.
One more trick that will speed up your Quad Draw tool when retopoing is to turn off your Construction History. It will stop the tool from slowing down as you're retopoing. The icon is to the left of the Render View button.
hehe you save my fucking day
Dude, you need to decimate your models before importing them inside Maya.
Even with decimation you will still have to use the GPU Alembic trick to have a smooth workflow.
Use those two in combination.
For sure! We'd still decimate our models. This is just one more trick up your sleeve.
I just gain a couple of IQ points watching this.
*Gained
Hah! Happy to help.
Gained!!!
THIS, plus deleting your history, will make it super speedy.
Thanks, guys!
Came to say the same thing.
Turn off/on your construction history ;)
that's what i always do when i forget to watch it on incognito mode.
This is also super rad because this method works with other 3d modeling packages that that import/export Alembic files! Thanks for sharing guys!
OH MY GOD. THIS IS SO VALUABLE. I usually decimate before importing into maya but this is extremely useful!
:D THANK YOU! We'd still decimate it, as you might as well squeeze as much performance out as you can.
I just have to say this. you are GREAT guys. thank you a lot for all that sweet information!
1:00 GPU Cache trick when bringing in Model from Zbrush and is super dense, FB guy also taught me this
2:25 How to actually do it
2:30) Troubleshoot) If you cant see the GPU Cache Export Menu bar
****ALSO MAKE SURE THAT YOU SELECT THE MODEL FIRST or else the menu wont come up either
2:58) Cache>GPU Cache> Export Selection
Export your high poly as a GPU Cache
Only need to export "Current Frame" Unless you want to preview an animation
3:25) After export, then can import in
3:40) Feature of GPU Cache is can use "Make Live" on it, the rest is history
For tool performance, you can try turning off history and that usually fixes things. Thanks for the videos guys!
Yup, that helps a lot too! :)
why dont have mention how to do that in the tutorial then? @@FlippedNormals
Thankz, guys! ^)) Work much better on 1080Ti, than before.
brooooooo Thank you so much for this trick
you don't know how this trick helped me
hi, i rewatch this video , because this tips work on maya 20-22-23, but NOT on 24....tahnks autodesk, unless you finded about this issue ? i still work with the old way, or work retopo x cache on maya 23, but voila im curious if there is a solution for maya 2024
thanks
This is so good. Thanks guys. On point as always.
ty boys lately your tips are coming in handy! keep it up!
Thanks guys! That was an awesome tutorial but I have a doubt about retopo, See most of the time I see something getting retopo'ed, it would be a character like a human or monster(most of the times on flippedN). But what if I what to model a weapon, to be more precise had surfaces for games. How would I then make it low poly? Should I use the same retopo method or is it only for organic things? Waiting for your reply. Thanks once again and have a fantastic day both o'you!
Awesome trick, nice one guys! Love the Toradora folder XD
Don't think my computer would even load in a 45 million polygon mesh into Maya to begin with haha.. D:< Nice video, a golden nugget of info!
Thanks! I've been having this problem for too long. Thanks a lot!
"It's the most wonderful time of the year" thanks guys I'll keep this video even on a USB
Thanks Ed :D
you mean.
1. import it in a normal way in the File>Import
2. Export it as GPU CACHE>export
3. Import it as GPU CACHE>Import?
this is great and I love you guys for this awesome tip.`
if you like this video hit like-comment-and subscribe, but I already did that all what else can I do? oh support not yet I'm low in wages :) but soon as you guys deserve all the best!
Great tip guys, thanks for sharing!
awesome! Thanks for sharing ❤️
It says zero poly for the alembic file so does it mean if made some shit in maya and export it as the gpu cache and bring it back in and i used that to render will it render Faster cuz it says 0 polys ?
Always Like before I watch because I know it's going to be good
Awesome Trick, thank you guys! I needed this 3 days ago :'D nevermind, next time will be smooth AF
Thanks for making such a great tutorials.
Thanks a lot for watching our tutorials! :)
Great video!, thanks guys
I need this video omg, this just helped me soo much ty !
Fantastic!
This one was very cool!...by the way, why do you have the plugin manager almost empty? Is Maya more responsive that way? Does it give errors for not having the usual stuff?
Richard Mos thanks, didn't saw that...I was asking because recently I read that big studios get Maya's source code and those versions are extremely optimized for their particular pipelines, I thought this was one of those customized versions.
i know this is unrelated but can you apply for a freelance job at a studio and at the same time still schooling like will they accept you knowing the circumstances ? ( aside from the obvious of having a killer portfolio )
???
WOW a flat green color!
Can we also youse this hight poly in GPU cache for normal map baking?
One thing that helps too is exporting everything and putting it in a new scene.
Thanks Wil!
How to bring back the gpu cache to the original mesh ? I can't transfer attributes to my retopo mesh...
Which is the hardware specification of your PC or Server to render out
Hey guys does this still work in 2024? cant seem to get quad draw to see the live object.
Hey look, a guide on how not to get a stroke while retopologizing in Maya! Thank you guys! :D
Thank you... its helps me
Fantastic tech!
GPU caching is amazing!
thank you guys for sharing this is damn awsome!
saved my life!!!
so useful! thank you!
Also remember Delete All History will significantly reduce lag build up which accumulates as you retopo.
Wow this is really cool trick ...I think I would decimate and then do this trick for more faster experience :)
Absolutely :) You'd definitely want to decimate your models too.
It's not working for me. I imported an OBJ file and then exported it into the GPU cache, after that I deleted the obj file and imported the cache file ...I turned it into a live object...but while using the quad draw tool it is not working and it says qwad draw requires a live surface.
you learn something new EVERY FUCKIN DAY ! THanks guys :D
What do you two think of Max? Could I use it retopologize sculptures from ZBrush? You guys drove me into it. I'm more inspired than never, I'm just waiting for my tablet to be delivered for me to start and practice more.
Max looks pretty decent, but the retopo tools aren't great, as far as we know. You might have better look with Blender, actually, for retopo.
Thanks for this! Do you think it is worth doing a may be short video on Quadro vs GeForce cards...what are the advantages of both in the character sculpting vs animation vs general VFX work flow? Few years back, I used to hear that Quadros are must for Maya. Not sure how true that is today, and if so I don't know if it is common knowledge as to when it is better to have one over the other.
Great tutorial, in my opinion Maya really needs enhancement on its viewport 2 to handle more millions of polygons (something similar to sculpting programs, even if not exactly like the technology they use) & Autodesk people mentioned that they are aware of that slowdown issue & the retopology/quad draw tools limitation but I really hope the new Maya 2019 (or whatever name they will give it) will be more enhanced whether it has many new features or not. anyways thx for this tutorial/tip here
whoa gr8 tip guys! thx! btw i usually just decimate my models from zbrush and use it to retopo in maya! i just import super high mesh into maya for bake preparations and them bring it all to substance painter... Decimate models are viable you guys think?
U saved me bro, thx!
Glad I could help
thanks for the trick. Does it matter performance wise if the model is decimated before i use the GPU cache? i am guessing not because it shows as 0 polys anyway but i am wondering if it actually matter
Yes it does :) It's still a good idea to decimate your models as well.
I'm guessing you would get all the sharp facial details back in a normal map after you retopo with a low amount of polys? (I'm a noobie)
Much Thanks guys
What is the specification of your computer ?
Performence plus, allways gets atleast 1+ like from me :D
" Every performence plus = hardware mon€y saved "
omg thanks u so much, i just have a retopology for homework and my laptop feels like it's gonna die because of maya
i love you guys so much
Thanks a lot.
wow, you are amazing!
Just amazing! Thanks guys
Thanks!
It's a nice trick, but doesn't it require GPU with lots of onboard memory?
Magic.. i love it
1:22 - common issues w maya retopo
2:29 - step by step
Could we do the same thing with blender ? Pls make a video about that
Amazing trick! What kind of witchcraft is this?! xD I wonder if Alembic has similar caching for other software as well since most of 3d tools have Alembic integrated. Thanks for sharing!
Hi Flipped normals, thanks for your rich videos. I have a problem with scaling when using zbrush ans then when exporting to and fro maya. Pls how can this be solved once and for all. Thanks
That’s nice but can’t you just retopo on a decimated mesh? Then you can just bake with the ultra high res mesh.
We recommend doing both :) No reason not to decimate really.
I was about jump to Blender with my retopo! Thanks
Maya lagging with such amount of vertics on my pc. i7 8700k 32ram the program is on m2 ssd gtx 1070
thank for you help :3
Fkng Awesome! Thank you!
Cheers Victor!
Hey guys can you make a Mari tutorial for like a PBR workflow.
Texturing multiple maps at the same time for hard surface, or organic models.
this one is greeeeeaaaaatttttt!!!!
Why not retopo in z itself??? It's fast right ?😊
THANK YOUUUU YOU SAVE ME I FUCKING LOVE YOU.
Great!!!! Thank you
Thank you Romain! :)
Cool one, didnt know something like this exists in Maya. But even my Quadro 600 can handle up to 3 mil. polys with no substancial lag. I guess you start using caching whenyour scene is like really really large.
Thx so much 🤗
Thanks for watching!
thank you
Awesome thank u
Slap my arse and call me Sally, now that's a real hidden gem i didn't know about! Thanks a ton guys that will help me save time and headaches. :D
What's your computer setup? The specs?
CPU - Intel Core i7-6700K 4.0GHz
GPU - EVGA GeForce GTX 980 Ti SC+ GAMING ACX 2.0+
RAM -CORSAIR Vengeance LPX 16GB - DDR4 2400
Case - Fractal Design NODE 304
SSD - Samsung 850 EVO 2.5" 250GB
CPU Cooler - Noctua NH-U9S
Motherboard - Asus Z170I PRO GAMING mini ITX
PSU - SILVERSTONE SFX Series SX600-G 600W
Awesome
Can you do that in 3dsmax?
Not as far as we know, unfortunately.
is there something similar to 3ds max?
We'd be curious to hear this too! If anyone knows, scream out.
i believe max can handle high polys easily, it doesn't have construction history..etc but you need a good PC however it's retopo tools are not cutting edge.
theres a weird bug in maya , I was doing retopo with symmetry and history became heavy so when I tried to delete it, it created me several copys of my character like if it were mirriored in a circle..... it became so slooooooow
We recommend that you dont retopo with symmetry on, as that's just super heavy. Also we always mirror it over at the end anyway, as that way you get perfectly symmetrical UVS :)
Spliting the mesh maybe...or hide some parts together with multieres. modifier subd resulution reducing??. ... sry I write befor I see this...oh what a trick is it ??!!..work it in blender .??p.s. always great work thx..
.greating Seb.R.
P.s...p.s. oh wow wait what great tools and settings or feature Maya and Max for mesh editing and retope and even cach sheduling had.my chine klaps. blender looks like lacking a lot but maybe is a tiny bit simpler and not so overehelming .
Hey, guys, this is very useful, but it still annoys me they don't have this as default for all file types. As a note, 2018 has a far better performance, as the Quad Draw tool has improved drastically. When you would draw whole new quads or tris in 2015-2017, Maya would create entirely new materials with shaders numbering into the tens of thousands. This clogged up RAM and prevented many users from utilizing this tool to its intended end. There are still forums online with poor Maya users convinced their beastly gaming rigs simply weren't fast enough to handle the power of retopology!!!
gdi... not available in mayalt.
Hi how to import zbrush model from Maya
just export your mesh (or the selected parts of it) using the export options on file in maya, either fbx or obj, Zbrush can load them, just u need to import them from different places (in Zbrush)
Obj can be imported from the tools menu
Fbx instead u need to check on the plugins menu, there's an fbx import/export related one (but i should open it for tell the exact name :3)
Now I have to figure out how to do this in blender
cool!!
Cheers Nigel!
No need, just decimate before importing. why have all that extra data when all you are doing is matching the silhouette/shapes of the high poly?
Nice
Thanks