I will be back for this video when i have this course in 3 weeks XD This will probably help me alot. I understand the basics for 3D Max but things like this is still very complicated for me. So I´m thankful for all the shortcuts
A massive thank you is the only way to begin this message!! Thank you, thank you, thank you to Tim Remmers, who went above and beyond helping me with a project that I'd got massively stuck on and with a tight deadline to boot!! I am so humbled by your generosity and time given up in directing me, a complete beginner when I had hit a brick wall in finding the solution. You were amazing and knew exactly how to resolve it. I can't find enough words to demonstrate my thanks, you were simply brilliant!!! I am soo very grateful and hope that I can call on you when I get into my next fix:. You have not only helped me finish my project to a good standard but also installed in me a want to do much more with it beyond what I had expected. I need to now go and play, learn to make mistakes, as it's a good way to find my way and get competent. Now I just want to do more and more. Thank you again and hope to chat again soon. Warmest wishes Sandie :)
Sure! Try to avoid triangles on meshes that will have a lot of deformations or geometry you need to subdivide (or smooth). Other than that triangles are pretty harmless. You should even embrace them when optimizing models. Ngons are the real villains here though.
Hey Tim, thanks for an awesome video! I am an MSc student and undertaking a project in 3dmax, having to retop a vertabra. I have done as much as I can and now need to use the symmetry modifier, although the inside line is not quite perfectly straight, but when I use your method of select to balance up the line its not working. Please can you help, explain how do I select the line to get it straight so that when I use the symmetry it sits neatly together. Thanks soooo much. Sandie
if you use Symmetry modifier, you still can select the editable poly (or edit poly modifier) beneath it. When you click a little blue symbol underneath your modifier stack window, that looks like a blue test tube you can toggle "Show end result", from then on you just move around what you need to, the symmetry mod has it's own slicing and snapping so if it's not working with the standard values try to crank the Threshold up in the symmetry mod. hope this helps
is there a way for this live surface on freeform to also work on doing splines? like wrapping a spline on an object to make a rope/wires? the only way i know of, when doing that is by using the snapping tool
cool video.. but one thing to say. you don't have to make a plane then place it to the model.. you can just make a plane ..convert to edit poly..go to freeform.. choose surface option and pick the model you wanna work on it .. then begin making vertices and turn them to poly.. then you can easy delete the plane and continue from what you did. mush easier than what you make and so fast
You can even just select ''New object'' or something like that and basically start right away to create vertices on the surface and retopo like in Maya holding shift to fill the in-between :) No need to create a poly, even faster!
Hi Raul, glad to hear it helped! The first thing is to just hide all wireframes with F4. The problem with this is that the wireframe of your low poly is also hidden. However you can turn on the wireframe of selected objects. In the viewport in the topleft click on Default Shading > Display Selected > and Check 'Display selected with edged faces'. Now all wireframes are hidden except for the object which is selected, this is always the low poly when you are doing the retopology.
how'd you make it so that when you're retoping only the Low poly's wireframe is visible. it's very annoying when i'm trying to retopo and when i hit F3 the high poly is screaming in my face
Yes! Turn off the wireframe with F3. Next in the top left of the viewport click on the shading (most of the time it's on default shading). In that list you can see 'Display Selected'. In this menu select 'Display Selected with Edged Faces'. So the selected object always shows its wireframe but the high poly doesn't because that's not selected when you do retopo.
Unfortunately it hass very random results. Sometimes the vertices snaps in blackface instead of snapping in the closest surface!! Any solution my dear friend?
That happens sometimes yes. For me what helped sometimes is doing retopo in orthographic mode instead of perspective. Not a very satisfying solution but could help you a little further.
Got a question! I see your polygons have this line from corner to corner (the light bouncing off atleast) , almost as if they are non planar (if i am using that correctly), in some turorials i see this, in others i dont! Are there settings for this (and what is the difference)?
The software is lying to you if you don't see the line. A polygon is always built up from 2 triangles. It depends on the shading if the triangles are shown or not. You can also flip the 'line' if it's not bending like you want it to bend.
Great tutorial. I'm very new to 3D modelling and have a noob question. Does the new layer of topology you create in 3ds Max essentially become the new model and you 'discard' the high res one? Would the low poly version be more or less ready to animate and how does the low poly retain the detail from the high poly? Thanks a lot :)
Yes, you are correct there. However, you don't discard the high res one because you need to 'bake' all the details from the high onto the low poly mesh in a texture map ( to retain the details). Both high and low can be good or bad for animating this all depends on the flow of your topology.
Thanks for this, buddy! Been meaning to get into retopology for years now but, to be honest, always been too lazy, or always stuck to medium to low polygon modeling. However, there are some thing s that simply have to be created from high polygon modeling first and then brought down to low poly, as seen here. I mean sure, I'm an experienced 3D model artist, with over a decade worth of experience, but my background has always been modeling for games such as Source, Halo CE, etc. where the textures are low detail by default. But I have a really powerful computer "i7 7700k quad core, GT 1080p graphics card and 16Gig RAM, as well as a Cintiq 22HD) so I should really start catching up with modern day games lol.
The probably could have some fine arguments for it but in general it doesn't matter that much, the game doesn't care. Having quads and nice loops does make it a bit easier to unwrap, skin, animate etc though.
Are max users satisfied with polydraw as a retopology tool? It's insane how quickly people get retopology done with plugins from 10 years ago or things like quadpaint. Are we really stuck with polydraw tools still or am I just not using the retopo well enough?
Name those plugins. I personally use Zbrush Zsphere to retopo, it's the same thing as here, just faster, and less chances to crash (coz max loves to crash for no reason).
Expected to see something closer to Maya retopology tool honestly, this looks like SO... SO behind that I do not know what to say. I guess I am missing something because the difference between both programs on this aspect is simply abysmal.
@@TimRemmers In the latest versions it is possible to add a few more guides to the remeshing so you have a bit more control over it. But it's still not exactly the same as a manual retopologization.
Nice tutorial, but i think 3ds Max retopo is broken. I pretty much never used retopo in my life, always found that remodeling from scratch is easier and faster or in some cases selecing every second edge loop and deleting it that way making it low poly and doing some custom cuts etc is even faster than retopo/remodeling. But then the CAD models is fkn pain in the ass, it gets glitched n stuff, max doesn't know where to put the vertexes in most cases so u can't fix it and can't retopo it. Another retopo problem is that it ends up messed up anyway, like the quads are skewed etc or it doesn't align with 90deg edges properly.
@@TimRemmers yeah, I understand...but for example I use Cinema 4D but I prefer use Maya for retopo.... is really amazing...respect for you and your tuto...
Couldn't praise it enough how relaxing this tutorial is hahaha.
Thanks for the vids man!
EditPoly 설정해야 리본에 뜸
1:50
1:50
1:50
뭔진 모르겠는데 Surface 설정
2:35
2:35
2:35~3:10
Shift+Ctrl+Alt 버텍스 잡고 드래그
3:40
3:40
3:40~4:00
Shift 누르고 엣지 잡고 드래그(한칸한칸 땡기기)
4:55
4:55
4:55
Ctrl+Shift 누르고 엣지 잡고 드래그(여러간 한꺼번에 땡기기)
6:30
6:30
6:30
Ctrl+Alt 누르고 엣지 잡고 드래그(서로 떨어져 있는데 자연스럽게 브릿지처럼 붙여주고 싶을떄)
7:15
7:15
7:15
그냥 칸하고 칸 빈부분 잡고 마우스로 잡고 드래그
7:40
7:40
7:40
Ctrl 누르고 칸 클릭 (칸 지우기)
8:00
8:00
8:00
Thx!
감사!!
Ive got in to the habit of listening to this while I am re topologizing. The music is great.
Chill!
super useful! cant believe this is 6 yrs ago video
Happy to hear this is still useful!
Oh you are the best techer i have ever seen
That's very kind of you.
It can't get anymore simple than this. Thank you soo much howtobasic!
I will be back for this video when i have this course in 3 weeks XD This will probably help me alot. I understand the basics for 3D Max but things like this is still very complicated for me. So I´m thankful for all the shortcuts
Wow I never thought we could do retopology as easy with Max. Thank you very much for this great tutorial. Also great music.
Very fast and super fun way of making retopology, thanks so much!
Very nice tutorial. Love the casino music.
by any ans, but I can make what I envision, and that's the greatest gift to . You are, without a doubt, an expert teacher. You may
Really nice job. I did so stuff with MIDI/DAW/soft banks wayyy back in like 99/00 in college and was ok at it. I bought soft soft last
I've been looking for stuff like this for a while! Better than half the stuff they teach in my art school!
Thanks Cecil, that's great to hear! Feel free to give any suggestions for a next tutorial.
Very very useful. Learned so much..
awesome tutorial thanks
This is incredibly helpful. Thank you so much
A massive thank you is the only way to begin this message!! Thank you, thank you, thank you to Tim Remmers, who went above and beyond helping me with a project that I'd got massively stuck on and with a tight deadline to boot!! I am so humbled by your generosity and time given up in directing me, a complete beginner when I had hit a brick wall in finding the solution. You were amazing and knew exactly how to resolve it. I can't find enough words to demonstrate my thanks, you were simply brilliant!!! I am soo very grateful and hope that I can call on you when I get into my next fix:. You have not only helped me finish my project to a good standard but also installed in me a want to do much more with it beyond what I had expected. I need to now go and play, learn to make mistakes, as it's a good way to find my way and get competent. Now I just want to do more and more. Thank you again and hope to chat again soon. Warmest wishes Sandie :)
Thanks for the kind words! Happy to help!
where I’d record one track of the soft and than use a second Edison to record scrubbing through the soft to mimic a wave table.
Thanks dude this really helped me a lot I did the steps that's you did thanks man!
perfect video! classy music! Thanks!
Cheers!
You can use symetrie without setting the pivot. Just select one edge where you want to apply the symetrie.
Great tutorial. Quick question... don't we try to avoid triangle with topology or retopo?
Sure! Try to avoid triangles on meshes that will have a lot of deformations or geometry you need to subdivide (or smooth). Other than that triangles are pretty harmless. You should even embrace them when optimizing models. Ngons are the real villains here though.
Man, it was exactly what I'd looking for. Thanks!
Yoo tnx dude, everytNice tutorialng works. I LIKE IT
Oh my fucking god how i didnt know about this before.. now making characters look much easier, thanks so much
Much better the topology of 3DMax than Zbrush, nice tutorial.
Thanks for the lesson. Just brought soft soft
At 1.5 speed, the music is even better. Reminds me of Tropico.
thats a very good tutorial. thank you!
Hey Tim, thanks for an awesome video! I am an MSc student and undertaking a project in 3dmax, having to retop a vertabra. I have done as much as I can and now need to use the symmetry modifier, although the inside line is not quite perfectly straight, but when I use your method of select to balance up the line its not working. Please can you help, explain how do I select the line to get it straight so that when I use the symmetry it sits neatly together. Thanks soooo much. Sandie
if you use Symmetry modifier, you still can select the editable poly (or edit poly modifier) beneath it. When you click a little blue symbol underneath your modifier stack window, that looks like a blue test tube you can toggle "Show end result", from then on you just move around what you need to, the symmetry mod has it's own slicing and snapping so if it's not working with the standard values try to crank the Threshold up in the symmetry mod. hope this helps
thank you straight to the point
I started making soft recently, I was wondering if you wanna do any features.
Super helpful. Thanks man.
is there a way for this live surface on freeform to also work on doing splines? like wrapping a spline on an object to make a rope/wires? the only way i know of, when doing that is by using the snapping tool
Did you try the spline button? All the way on the right in the freeform tab. That might be the thing you're looking for.
If you want to save a lot of headache just retopo in orthographic view since perspective will make retopo tools to behave erratically!
how change short KEY ctrl maj +alt ... to hard to do for each point move
cool video.. but one thing to say.
you don't have to make a plane then place it to the model.. you can just make a plane ..convert to edit poly..go to freeform.. choose surface option and pick the model you wanna work on it .. then begin making vertices and turn them to poly.. then you can easy delete the plane and continue from what you did.
mush easier than what you make and so fast
You can even just select ''New object'' or something like that and basically start right away to create vertices on the surface and retopo like in Maya holding shift to fill the in-between :) No need to create a poly, even faster!
thank you so much , it worked 🙂
hi , thank you for the tutorial you helped me a lot, how do you hide the wireframe from the hp while doing the retopology?
Hi Raul, glad to hear it helped! The first thing is to just hide all wireframes with F4. The problem with this is that the wireframe of your low poly is also hidden. However you can turn on the wireframe of selected objects. In the viewport in the topleft click on Default Shading > Display Selected > and Check 'Display selected with edged faces'. Now all wireframes are hidden except for the object which is selected, this is always the low poly when you are doing the retopology.
@@TimRemmers thank you again Tim, i appreciate it!
how'd you make it so that when you're retoping only the Low poly's wireframe is visible. it's very annoying when i'm trying to retopo and when i hit F3 the high poly is screaming in my face
Yes! Turn off the wireframe with F3. Next in the top left of the viewport click on the shading (most of the time it's on default shading). In that list you can see 'Display Selected'. In this menu select 'Display Selected with Edged Faces'. So the selected object always shows its wireframe but the high poly doesn't because that's not selected when you do retopo.
@@TimRemmers Thanks man! :)
Unfortunately it hass very random results. Sometimes the vertices snaps in blackface instead of snapping in the closest surface!! Any solution my dear friend?
That happens sometimes yes. For me what helped sometimes is doing retopo in orthographic mode instead of perspective. Not a very satisfying solution but could help you a little further.
this tutorial helped me so much ;_; Thank you!
very nice tutorial and i should say that your voice is awesome....its ASMR type of things..and. 🙂
That's very kind of you! Much appreciated.
Got a question! I see your polygons have this line from corner to corner (the light bouncing off atleast) , almost as if they are non planar (if i am using that correctly), in some turorials i see this, in others i dont!
Are there settings for this (and what is the difference)?
The software is lying to you if you don't see the line. A polygon is always built up from 2 triangles. It depends on the shading if the triangles are shown or not. You can also flip the 'line' if it's not bending like you want it to bend.
Aha that makes sense :) Thanks a lot
Fire!
Better to make the low poly mesh semi transparent so you can see what you are doing
From my personal opinion this is not always better but it can definitely help sometimes!
Great tutorial. I'm very new to 3D modelling and have a noob question. Does the new layer of topology you create in 3ds Max essentially become the new model and you 'discard' the high res one? Would the low poly version be more or less ready to animate and how does the low poly retain the detail from the high poly? Thanks a lot :)
Yes, you are correct there. However, you don't discard the high res one because you need to 'bake' all the details from the high onto the low poly mesh in a texture map ( to retain the details). Both high and low can be good or bad for animating this all depends on the flow of your topology.
Tim Remmers thank you!
Many thanks broh
Shift +CTL+ ALT does not move the vertex for me. Ant idea what I'm doing wrong?
Maybe it's locked with spacebar?
how show you wireframe on active object, but hide on all other mesh? i know only about F4 button, but it is't whot i need)
In your viewport click in Default Shading > Display Selected > Display Selected with Edged Faces. :)
@@TimRemmers Oh great, I was looking for it
perfect,tnx!!!!
very nice
i click pick, and then teh model, but nothing happens, just does not work...
Maybe the model you want to pick is frozen?
As always, everything is super. Waiting for new cheats from your side
Thanks for this, buddy! Been meaning to get into retopology for years now but, to be honest, always been too lazy, or always stuck to medium to low polygon modeling. However, there are some thing s that simply have to be created from high polygon modeling first and then brought down to low poly, as seen here. I mean sure, I'm an experienced 3D model artist, with over a decade worth of experience, but my background has always been modeling for games such as Source, Halo CE, etc. where the textures are low detail by default. But I have a really powerful computer "i7 7700k quad core, GT 1080p graphics card and 16Gig RAM, as well as a Cintiq 22HD) so I should really start catching up with modern day games lol.
I thought all the topology has to be in quad and no triangle should be allowed... that's what i was thought through shcool...
The probably could have some fine arguments for it but in general it doesn't matter that much, the game doesn't care. Having quads and nice loops does make it a bit easier to unwrap, skin, animate etc though.
@@TimRemmers Thanks for telling me that.
Are max users satisfied with polydraw as a retopology tool? It's insane how quickly people get retopology done with plugins from 10 years ago or things like quadpaint.
Are we really stuck with polydraw tools still or am I just not using the retopo well enough?
Name those plugins. I personally use Zbrush Zsphere to retopo, it's the same thing as here, just faster, and less chances to crash (coz max loves to crash for no reason).
OMG thanks god I watch this.
Best tutorial out there ,. pls . others//Learn how to make tutorials from this guy . ! Thanks man ,Really appreciate it !
Thanks Alexandra, much appreciated!
Какой же 3Dsmax каменный век, в плане делать ретопологии.
Are you live?
oh my f. gog is like remake from begining..
missing my ti line sir.
wow thank you! i
Okay, okay yes, I get tNice tutorials and I get that-
Thank you so much!
No problem Vince!
mmmmmmmmmmmmmmm..........yeah.......... mmmmmmmmmmmmmmmmmmm.......yeaaaaaaaah
I love you
great
Expected to see something closer to Maya retopology tool honestly, this looks like SO... SO behind that I do not know what to say. I guess I am missing something because the difference between both programs on this aspect is simply abysmal.
No follow up video for unwrapping/substance painter?
There is an unwrap video as well, maybe I'll do a texturing tutorial later.
Great tutorial, annoying background music
U COUID just remesh the object zbrush then export it to 3ds max
You definitely could! There are tons of ways to do it. The downside of remeshing it in Zbrush is the lack of control over your loops/topology.
@@TimRemmers In the latest versions it is possible to add a few more guides to the remeshing so you have a bit more control over it. But it's still not exactly the same as a manual retopologization.
@@konraddobson Yep, it's getting better! Even using it for some bits and pieces.
Any guidance on getting a list of shortcuts.
They are on the screen..right? In 3DS Max just hover over (and hold) to see all the shortcuts for things like extend and stepbuild etc.
Tim Remmers thank you.
Nice tutorial, but i think 3ds Max retopo is broken.
I pretty much never used retopo in my life, always found that remodeling from scratch is easier and faster or in some cases selecing every second edge loop and deleting it that way making it low poly and doing some custom cuts etc is even faster than retopo/remodeling.
But then the CAD models is fkn pain in the ass, it gets glitched n stuff, max doesn't know where to put the vertexes in most cases so u can't fix it and can't retopo it. Another retopo problem is that it ends up messed up anyway, like the quads are skewed etc or it doesn't align with 90deg edges properly.
Very nice video. could you make one on uvs?
UV's might be interesting for a next tutorial.
so basically polydraw from Maya? Great, I want to focus on 3dsmax for now
I was tNice tutorialnking the sa tNice tutorialng. Im a married man... I have a cNice tutorialld... No homo!! Jk idgaf. Dudes voice is nice.
Your voice is almost a buda xD
Best comment so far!
hahahaha
Sa
poor keyboard
mac
Great tutorial, HORRIBLE music! ;)
I love it.
porn music lol
Maya can do this tooo much easy...
OK! This tutorial is for people who prefer using 3DS Max though.
@@TimRemmers yeah, I understand...but for example I use Cinema 4D but I prefer use Maya for retopo.... is really amazing...respect for you and your tuto...
Could not stay awake with that horrid music!
Kevin Morrison that would be the best thing ever if you suffer from insomnia!
@@TimRemmers I guess if that is your take on it you are successful because as a tutorial you failed miserably!