Nice to hear and you are welcome. Do check the rest of my RUclips channel and Gumroad page (link in video description) to find more video tutorials. Like & Share, tnx 😁
Happy to hear the video was useful. Do check the rest of my RUclips channel and Gumroad page (link in video description) where you can find more video tutorials. Like and Share, tnx :)
Thank You very much. I googled re-topology and here I am. Your tute was/is very helpful for the someone not experienced with this particular feature. So, thanks again. :)
freeform step build просто нажатие левой кнопки мыши создание вершины shift+ draw создание плоскостей на вершинах alt+click удаление вершины ctrl+click удалить ребро, только если оно не на конце ctrl+shift создает вершины и из них четырёхугольные плоскости, если это возможно shift+alt+ перемещение указателя мыши над вершинами выделяет их(не видно), а после клика создает полигоны между ними ctrl+shift+alt перетаскивать вершины extend click draw создает четырехугольник shift+fraw создает ребро и привязанный к нему четырехугольник от ближайших двух вершин ctrl+shift+fraw создаёт несколько рбер и много четырехугольников по одной стороне ctrl+alt перетащить указатель мыши между двумя ребрами, чтобы сделать четырехугольную плоскость ctrl+shift+alt перетаскивать вершины Alt Перетащите границу вершину, чтобы создать полигон в пространстве экрана. Alt+Shift Перетащите границы края, чтобы создать полигон в пространстве экрана. оптимизировать Оптимизация сетки быстро зарисовок прочь детали. Параметры инструмента являются: Нормальный Нажмите края , чтобы свернуть их, объединяя две вершины в одну. ShiftПеретащите из одной вершины к следующему целевому-приварить два, сочетающий в себе первое со вторым. Если вы продолжите перетаскивание дальнейших вершин можно сварить несколько вершин с одним ударом. Ctrl Перетащите между вершинами, чтобы соединить их с краями. Alt Удалить вершину, нажав на него. Shift+Ctrl Снимите петлю края, нажав край на петле. Shift+Alt Снимите кромочное кольцо, нажав края в кольце. Ctrl+Alt Удалить край, нажав на него. Shift+Ctrl+Alt Переместить вершину, перетаскивая его.
some question! how did you get rid of the edges of high polygon in viewport? when I press F4 all edges of high polygon and lowpolygon disappear or appear together.
Been away for a while from 3dsmax while learning some Maya, should start exploring those new modeling tools n 3DSMax. Max in my opinion is quite superior than Maa for Polygonal modeling.
Good video, but I have a question: Why is it necessary to do retopo by hand? Usually when I'm making a model, I start with the low poly outline first and then build the high poly from that. This way, I already have the low poly mesh in mind that I want to use and I don't have to go through this process. It seems this is only necessary when you start with a high poly and don't have the low poly it came from, or the decimate/optimize software isn't working right.
Its not necessary to do the retopo by hand. There are also other ways to make low-poly model (one is the one you described). I just wanted to show, how a high-poly model can be retopo with tools in 3ds Max.
Import a solidWorks file, all of geometry is "Tris" . this method is very useful for create a new objet from imported files... If you dont have retopology modifier (thats mi case)
What are your import settings, please? And what are your layout settings? To me, it looks completely different. And what should we do if our model is imported upside down? Your tutorial only covers the best-case-scenario. :-/
Thanks for the tutorial! Could you possibly go over the "Step Build" tool also? I have seen some good use of it but I cant figure out how to master it. Thanks again!
Amazing video. I have a question. I did a retopo of a complex shape and my mesh is not very homogeneous (the edges are not at the same distance between them) Any idea how to do this? Thanks in advance!
+Karl Eclaire You`re welcome. No, this is the video to teach you how to use 3ds Max to create low-poly version of high poly version model. It`s one of the ways how to do it. Baking is another process how to create bump/normal maps from such models.
Lizard-Motion Films This will be very useful, thanks! It was the first time for me to know about x normal. I'll start learning it now. Thankfully they also have some tutorials in their website. Thanks again!
Thank you and your welcome. Check out the rest of my YT chanel and Gumroad page (link in description). You might find more interesting tutorials. Like & Share, tnx :)
You`re welcome. Nice to hear my videos help people. Check out the resto of my YT chanel and Gumroad page (link in video description), you might find more helpful video tutorials. Like & Share, tnx :)
I've been using 3ds max for a couple years now so this is gonna sound like a really silly question. How did you favorite those few modifiers and get them to display underneath the modifier list?
:) the only silly Q is the one that is not asked. How to set "modifiers sets" you can see in this video : ruclips.net/video/fiqVua7hFZ8/видео.html Cheers.
Please follow step by step especially from 1:03 to 1:35 cause your problem seems to be caused by not selecting the right commands and "basic shape". Check out the rest of my RUclips channel and Gumroad page (link in video description) to find more video tutorials. Like & Share, tnx :)
I just have a question, as a game design student. Why do people still use these freeform tools in max when there are tools out there in other programs that can do it automatically (with some fixes after). Can't you save lots of time that way, if you had to meet strict deadlines? I'm genuinely curious and need to ask for a project I need to be working on.
Indeed there are software that can really speed up the workflow. Why people still use freeform? Don`t really know :D. Maybe its because they are "old school" (from back then, where there were just Max and Maya) or dont have the other software. Maybe its a personal preference since they dont want to bother figuring out new software. I guess everyone needs to find their way and means to get the job done properly and on time. So I suggest you perfect the workflow with software you are most comfortable with, but dont ignore other software since a lot of times companies (when hiring) have specific software they use and its really essential you know at least more then basics using them. All the best in 2k17. :)
I have worked on 3+ AAA titles and we usually have to retopo most of the parts by hand for game models as zremesher doesn't give u proper loops most of the time and increases the tri count of ur mesh unnecessarily even for the models which are not going to be animated. Usually using a zremeshed mesh gives u a lots of problem during uving,rigging etc that too with a high tri count and it cant be used for a hard surface model at all. zremesher was only helpfull to me when I had to retopo some hi poly trees, even then i had to do 70% of the work by hand.
Default ZRemesher is indeed sometimes clumsy, but if you use the ZRemesherGuides brush, you can get pretty decent results. Its not that its not possible to achieve usable retopo with ZRemesher, its just that it takes some figuring out how the automative retopo works. But at the end you are always relying on ZRemesher to understand your wishes. I normally use it to give me basic topology, then use ZModeler to make some adjustments, and if its really necessary do additional adjustments in Max.
i have tried lots of techniques to get a good mesh out of zremesh which are: (Numbering them based on their effectiveness) 1.Quick slicing the mesh into different polygroups and then using frame mesh based on polygroups and use the curves generated by it as zremeshere guides and finally zremeshing with the keep group option switched on. 2.Using crease curve brush instead on quick slice and then generate curves based on mesh creases and set curve strength to 100 3.using zremesher guide lines even after doing all that the mesh wont be good enough especially if u r making a game asset
You can not use conform on splines. You need to convert it to editable poly and make adjustments with comfort tool. Then you can select edges and "create shape from selection" (under "Edit edges" section on the right of your screen)
Sorry for you since you obviously have a hearing of a dog. In almost 60k views no one ever complained about the high pitch ringing. I dont hear it, so i cant remove what i can hear. Maybe go check a doctor.
You save my day! Thanks
Nice to hear and you are welcome.
Do check the rest of my RUclips channel and Gumroad page (link in video description) to find more video tutorials.
Like & Share, tnx 😁
Absolute legend, I couldn't find how this other tutorial guy utilised the extend tool and now I did because of this video. Thumbs up and sub.
Happy to hear the video was useful.
Do check the rest of my RUclips channel and Gumroad page (link in video description) where you can find more video tutorials.
Like and Share, tnx :)
It really help us to smooth out our topology, thanks 3D tutorials AM
+Albertus Agung AG You`re welcome. Like, Share, Subscribe. :)
Crikey! That's some really fast way to retopo a model, thank you!
You`re welcome. Check out the rest of my YT channel.
Like & Share, tnx :)
Great tutorial! My mesh was a bit of a mess so hopefully with your help i'll be able to sort it out. Thanx!
Really good explanation of retopology tools of 3ds max
Thank You very much. I googled re-topology and here I am. Your tute was/is very helpful for the someone not experienced with this particular feature. So, thanks again. :)
Nice to hear, You`re welcome.
Like & Share, tnx :)
Really nice tutorial with clear explanation, keep it up!
freeform
step build
просто нажатие левой кнопки мыши создание вершины
shift+ draw создание плоскостей на вершинах
alt+click удаление вершины
ctrl+click удалить ребро, только если оно не на конце
ctrl+shift создает вершины и из них четырёхугольные плоскости, если это возможно
shift+alt+ перемещение указателя мыши над вершинами выделяет их(не видно), а после клика создает полигоны между ними
ctrl+shift+alt перетаскивать вершины
extend
click draw создает четырехугольник
shift+fraw создает ребро и привязанный к нему четырехугольник от ближайших двух вершин
ctrl+shift+fraw создаёт несколько рбер и много четырехугольников по одной стороне
ctrl+alt перетащить указатель мыши между двумя ребрами, чтобы сделать четырехугольную плоскость
ctrl+shift+alt перетаскивать вершины
Alt Перетащите границу вершину, чтобы создать полигон в пространстве экрана.
Alt+Shift Перетащите границы края, чтобы создать полигон в пространстве экрана.
оптимизировать
Оптимизация сетки быстро зарисовок прочь детали. Параметры инструмента являются:
Нормальный Нажмите края , чтобы свернуть их, объединяя две вершины в одну.
ShiftПеретащите из одной вершины к следующему целевому-приварить два, сочетающий в себе первое со вторым. Если вы
продолжите перетаскивание дальнейших вершин можно сварить несколько вершин с одним ударом.
Ctrl Перетащите между вершинами, чтобы соединить их с краями.
Alt Удалить вершину, нажав на него.
Shift+Ctrl Снимите петлю края, нажав край на петле.
Shift+Alt Снимите кромочное кольцо, нажав края в кольце.
Ctrl+Alt Удалить край, нажав на него.
Shift+Ctrl+Alt Переместить вершину, перетаскивая его.
Wow. Using my Cintiq 22HD graphics tablet with this is so awesome =D Been meaning to learn retopology for years now lol.
Nice to hear. Check out the rest of my YT channel and Gumroad page (link in description), you might find more interesting stuff. :)
Thanks for sharing the tutorial!
+Sd. Dror You`re welcome. Like, Share, Subscribe :)
really nice tutorial thanks for sharing
+fame saro You`re welcome. :)
some question! how did you get rid of the edges of high polygon in viewport? when I press F4 all edges of high polygon and lowpolygon disappear or appear together.
You're a life-saver man, thank you very much
Been away for a while from 3dsmax while learning some Maya, should start exploring those new modeling tools n 3DSMax. Max in my opinion is quite superior than Maa for Polygonal modeling.
Good video, but I have a question: Why is it necessary to do retopo by hand? Usually when I'm making a model, I start with the low poly outline first and then build the high poly from that. This way, I already have the low poly mesh in mind that I want to use and I don't have to go through this process.
It seems this is only necessary when you start with a high poly and don't have the low poly it came from, or the decimate/optimize software isn't working right.
Its not necessary to do the retopo by hand. There are also other ways to make low-poly model (one is the one you described). I just wanted to show, how a high-poly model can be retopo with tools in 3ds Max.
That's usually the case for hard surface I find.
If you sculpt a model in Zbrush for instants, you do a high res sculpt that then needs a retopo for low res mesh
Import a solidWorks file, all of geometry is "Tris" . this method is very useful for create a new objet from imported files... If you dont have retopology modifier (thats mi case)
Good demonstration man! Well done :)
MrGogocad Tnx :)
U r welcome bro :)
Just use the Quadrify command while in edit poly mode. Done. It's now as easy as one click.
my model is grey color, so how can i change just the color of these retopo polygons? that way is easier to see what im doing on the top of the mesh.
What are your import settings, please? And what are your layout settings? To me, it looks completely different. And what should we do if our model is imported upside down? Your tutorial only covers the best-case-scenario. :-/
Thanks for the tutorial! Could you possibly go over the "Step Build" tool also? I have seen some good use of it but I cant figure out how to master it. Thanks again!
Awesome video! Thanks for uploading
You`re welcome. Check out the rest of my YT chanel.
Like & Share, tnx :)
Great tutorial, many thanks !
Philippe Couderc You`re welcome. :)
How did you rotate the model while drawing edges?
Really Appriciated to your knowledge. Thank you so much for sharing it with us. !
You`re welcome. :)
Like & Share, tnx.
sir please give us a tutorial of porcupine (animal) design in 3ds max
Amazing video. I have a question. I did a retopo of a complex shape and my mesh is not very homogeneous (the edges are not at the same distance between them) Any idea how to do this? Thanks in advance!
Thanks for the tutorial! Is this the one they call baking high poly into low poly model, when using ZBrush?
+Karl Eclaire You`re welcome. No, this is the video to teach you how to use 3ds Max to create low-poly version of high poly version model. It`s one of the ways how to do it. Baking is another process how to create bump/normal maps from such models.
+3D tutorials Thanks for clearing it up! I'm looking forward for more of your videos!
Lizard-Motion Films This will be very useful, thanks! It was the first time for me to know about x normal. I'll start learning it now. Thankfully they also have some tutorials in their website. Thanks again!
+Lizard-Motion Films Ok thanks! This will help speed things up for me.
fantastic tutorial!!!!
Thank you and your welcome. Check out the rest of my YT chanel and Gumroad page (link in description). You might find more interesting tutorials.
Like & Share, tnx :)
awesome tutorial.... you are awesome...
+akaz nepal Thank you & you`re welcome. Like, Share, Subscribe :)
my retopo mesh havent visible edges :/ how fix it? THanks !
Excelente tutorial, Muchas Gracias!
Is there any way to homogeneize the mesh quad size after using polydraw? Thanks guys!
This is really help,man:0.
You`re welcome. Nice to hear my videos help people. Check out the resto of my YT chanel and Gumroad page (link in video description), you might find more helpful video tutorials.
Like & Share, tnx :)
@@AleksMarkeljFoto Just wondering how to weld the vertex with hot key?
Hey! Is it possible to change the shift-ctr-alt move tool to some other combination? It doesnt pair well with my carpal tunnel syndrome...Thanks!
customize user interface and change it from there
that was a useful lesson. thanks!
You`re welcome.
Like & Share, tnx :)
in my max i have greyed out draw on surface
I've been using 3ds max for a couple years now so this is gonna sound like a really silly question. How did you favorite those few modifiers and get them to display underneath the modifier list?
:) the only silly Q is the one that is not asked.
How to set "modifiers sets" you can see in this video : ruclips.net/video/fiqVua7hFZ8/видео.html
Cheers.
3D tutorials AM Thank you!
when i use stripes it doesnt draw on the mesh. goes right through it. Draws way outside of my mesh. any idea why?
Please follow step by step especially from 1:03 to 1:35 cause your problem seems to be caused by not selecting the right commands and "basic shape".
Check out the rest of my RUclips channel and Gumroad page (link in video description) to find more video tutorials.
Like & Share, tnx :)
very nice. thank you!
You`re welcome. :)
Like & Share
I just have a question, as a game design student. Why do people still use these freeform tools in max when there are tools out there in other programs that can do it automatically (with some fixes after). Can't you save lots of time that way, if you had to meet strict deadlines? I'm genuinely curious and need to ask for a project I need to be working on.
Indeed there are software that can really speed up the workflow. Why people still use freeform? Don`t really know :D. Maybe its because they are "old school" (from back then, where there were just Max and Maya) or dont have the other software. Maybe its a personal preference since they dont want to bother figuring out new software.
I guess everyone needs to find their way and means to get the job done properly and on time. So I suggest you perfect the workflow with software you are most comfortable with, but dont ignore other software since a lot of times companies (when hiring) have specific software they use and its really essential you know at least more then basics using them.
All the best in 2k17. :)
I have worked on 3+ AAA titles and we usually have to retopo most of the parts by hand for game models as zremesher doesn't give u proper loops most of the time and increases the tri count of ur mesh unnecessarily even for the models which are not going to be animated.
Usually using a zremeshed mesh gives u a lots of problem during uving,rigging etc that too with a high tri count and it cant be used for a hard surface model at all.
zremesher was only helpfull to me when I had to retopo some hi poly trees, even then i had to do 70% of the work by hand.
Default ZRemesher is indeed sometimes clumsy, but if you use the ZRemesherGuides brush, you can get pretty decent results. Its not that its not possible to achieve usable retopo with ZRemesher, its just that it takes some figuring out how the automative retopo works. But at the end you are always relying on ZRemesher to understand your wishes.
I normally use it to give me basic topology, then use ZModeler to make some adjustments, and if its really necessary do additional adjustments in Max.
i have tried lots of techniques to get a good mesh out of zremesh which are:
(Numbering them based on their effectiveness)
1.Quick slicing the mesh into different polygroups and then using frame mesh based on polygroups and use the curves generated by it as zremeshere guides and finally zremeshing with the keep group option switched on.
2.Using crease curve brush instead on quick slice and then generate curves based on mesh creases and set curve strength to 100
3.using zremesher guide lines
even after doing all that the mesh wont be good enough especially if u r making a game asset
awesome, thanks man!
nice tutorial but you forget to show us how step build works
Thank you soooooo much!!!
Redana Chan :) you`re welcome.
Thanks a lots.
You`re welcome. :)
how to use conform tool in spline
please tell me
You can not use conform on splines. You need to convert it to editable poly and make adjustments with comfort tool. Then you can select edges and "create shape from selection" (under "Edit edges" section on the right of your screen)
but i m use spline and convert spline to editable poly then hide spline
you need to have your spline "closed" so when you convert to editable poly it can create polygons
i downloaded for 2022 and errored haha
Thank you. I would never figure it out without the tutorial. Still looks very complicated. Max has the worst UI I have ever seen.
That high pitched constant ringing is murdering my ears.
Thats not in this video tho. :D
Yes it is, you need to use a noise filter to remove it in a program like Audacity.
Sorry for you since you obviously have a hearing of a dog. In almost 60k views no one ever complained about the high pitch ringing. I dont hear it, so i cant remove what i can hear. Maybe go check a doctor.
i love u thanks ♥
:) you`re welcome.
Like & Share, tnx ;)