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How to Retopologize the Body in Maya 

FlippedNormals
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In this Maya tutorial, we cover how to retopo a body using the retopo tools, such as quad draw. We recommend that you check out our other videos on retopo too, to get a foundation.
Retopologizing a Head in Maya
• How to Retopologize a ...
Retopology for Beginners in Maya
• Retopology for Beginne...
We hope you enjoyed this tutorial! Make sure to follow us on our other social media to stay on top of what we do.
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28 май 2018

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Комментарии : 209   
@LuisSantanderArt
@LuisSantanderArt 6 лет назад
Over time I've come to really love the retopology process. It's equal parts puzzle solving and chaos-controlling. Love it when a really messy triangle-ridden mess of a mesh becomes a simple, beautiful and organized quad-based model.
@FlippedNormals
@FlippedNormals 6 лет назад
Yes, it's incredibly satisfying and zen. It's one of the things I can just sit with for days.
@jackyll
@jackyll 6 лет назад
Your channel is a godsend for novice modelers like myself! Thank you guys.
@FlippedNormals
@FlippedNormals 6 лет назад
Amazing! Thank you so much - means a lot to us
@momon5858
@momon5858 6 лет назад
I find doing retopo to be the most challenging, both organic and hard surface. Please make more of these awesome videos
@tobiasegeli
@tobiasegeli 6 лет назад
Love the "two guys tutorial thing" you are doing! makes it so much fluid and interesting. Keep it up!
@chriscrowe11
@chriscrowe11 Год назад
These real-time videos are awesome, the casual conversation is really nice "filler" to have playing in the background as i'm working and following along
@gregmosher4287
@gregmosher4287 5 лет назад
I have always enjoyed listening to podcasts while I work. And I have to say listening to you guys while I work is fantastic. I totally did the John of Arc tutorial way back in 3D max 3.1 I very much remember the old days of learning 3D on the internet. It was quite a lot of spend a bunch of time on it, post it on a forum get feedback. Fun times! I work in games absolutely think that old school skills of proper topology and efficient geometry should really get more attention. I was never a teacher but I have certainly helped a lot of students improve their models over the year and SO often you see really simple issues. Top of the list is WAY too much geo way to early. Keep up the good work! I have been quite enjoying going back through your videos!
@BGold_Animation
@BGold_Animation 6 лет назад
And another rude request guys, you said something about muscle sims, please talk about that and more advanced rigging. I think those can be very interesting topics
@edwinter4816
@edwinter4816 6 лет назад
As always great content! You guys rock! ❤️🖥
@douka3993
@douka3993 6 лет назад
love you guys! we greatly appreciate your efforts!!
@viniciusiutubiu
@viniciusiutubiu 6 лет назад
man.. amazing tutorial. Keep on doing this great work! Simple, clear, stick to the point! congratss
@aletareid8494
@aletareid8494 5 лет назад
You guys are so wonderful and entertaining to watch. You make what I love to learn so much fun! Thank you so much for your videos, I really feel more prepared going into the professional world with your help!
@h0muncul0us
@h0muncul0us 6 лет назад
well this helped a tonn. its sweet to listen to u guys..
@watertribelife1280
@watertribelife1280 4 года назад
It's really funny watching this current day and knowing they both make really dope blender tutorials now
@nmlh2070
@nmlh2070 Год назад
TNice tutorials video really helped! Thank you ❤
@CVerse
@CVerse 2 года назад
I think it’s safe to say for me that I’ve reached a point in my student career that I can just watch videos like this for hours, just suck up all this knowledge, and put it back into my work subconsciously
@dominiquewhitfield7181
@dominiquewhitfield7181 3 года назад
it's so crazy that you mentioned Joan of Arc tutorial, that's how I started my 3D modelling journey, hearing that alone, made everything so full circle for me, i love this channel
@FlippedNormals
@FlippedNormals 3 года назад
Those were the days. It's always interesting hearing about other people who started there as well :)
@mikkelmelby
@mikkelmelby 6 лет назад
Wooow, loved smoothing after smooth! nice workflow
@FlippedNormals
@FlippedNormals 6 лет назад
Yea, it's great, isnt it! It just looks so much better right away.
@gherat
@gherat 6 лет назад
The little icon at the top of the viewport, the 24th icon, the rectangle with the arrow.. That's also isolate selected. When you do ctrl + 1 you'll see it change. It's handy to check if you did isolate selected in multiple viewports for instance.
@nightdrmvideos
@nightdrmvideos 6 лет назад
Thanks for making this video helped a lot. Acutally answered a lot of questions I had.
@FlippedNormals
@FlippedNormals 6 лет назад
Thanks a lot :) Appreciated
@mikelelele7112
@mikelelele7112 5 лет назад
I know this is just a tutorial but I could actually watch this just for the entertainment aspect! :D
@kashvidz
@kashvidz 6 лет назад
ahhh I love you guys, I was searching for a nice retopo tuts and I got this notification
@FlippedNormals
@FlippedNormals 6 лет назад
Fantastic, thank you! We have two more tutorials on doing retopo now, which you can find here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9N4rG5qHWgk.html ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xpDWta5O3n8.html
@neko829
@neko829 Год назад
Great video! I loved the cheating part. Good to know that I'm not the only one struggling with hands and feet.
@Robinssoncravents
@Robinssoncravents 5 лет назад
You guys is amazing .... Blessings, True Blessings!
@FlippedNormals
@FlippedNormals 5 лет назад
Thanks a lot!
@cliffhton3199
@cliffhton3199 6 лет назад
Love this channel, you always upload the best tutorials! ¿What about one of how to use lights in internal and external scenarios!
@jboon4175
@jboon4175 4 года назад
My modeling has been on hold for so long, because I loathed the idea of retopologizing all that hard work on the base mesh, but your video has cleared the misunderstanding and made it really an exciting step.
@FlippedNormals
@FlippedNormals 4 года назад
Thats great! Good luck with your retopo :)
@peter7354
@peter7354 7 месяцев назад
i hope i can pass my tomorrow retopology class with this!
@copyright24
@copyright24 Год назад
Just watching this video now and I'm actually chuckling about Blender, indeed 5 years ago it was way more late but its current state is far better now. I'm using both and both are really good. Maya is still more present in the industry because it was more advanced faster
@dariabonecrack5607
@dariabonecrack5607 3 года назад
Making a new 3d character for animation and had a problem with topology lucky I found your video !,😃😃🤩
@andresrosel821
@andresrosel821 5 лет назад
Great stuff!
@windlineage2884
@windlineage2884 4 года назад
great explanation man
@LecheBR
@LecheBR 6 лет назад
Nice to learn that soft selection works with quad draw, never thought about it! PS: i think those leg's loops would be better if they were not kind of "twisted" (talking about the mesh flow) Love this channel :) I'm brazilian
@elvor8512
@elvor8512 6 лет назад
I like how these guys can look at tools through an objective lens instead of having the bias (sometimes even hate) a lot of people put in the comments.
@FlippedNormals
@FlippedNormals 6 лет назад
We're really trying to keep it objective. The way we see it, they are just tools. Whatever gets the job done :)
@ulipr2411
@ulipr2411 5 лет назад
AMAZING TUT
@BGold_Animation
@BGold_Animation 6 лет назад
Great retopo video! Please do a wing video, or just other retopo solutions for different situations in general. Love this channel
@FlippedNormals
@FlippedNormals 6 лет назад
More retopo videos - got it! :)
@Tritoon710
@Tritoon710 6 лет назад
Thank you soooo much, Can you please talk about texel density, Thx
@michaelsulesky7221
@michaelsulesky7221 6 лет назад
could you guys doa vid talking about how to work muscle sim?
@architgupta3d
@architgupta3d 5 лет назад
AMazing video, thanks a lot. Can you tell how exactly do you 'attach' the meshes you create separately?
@rogerborelli1483
@rogerborelli1483 6 лет назад
Nice video, good job!
@FlippedNormals
@FlippedNormals 6 лет назад
Thanks Roger!
@MondyTS
@MondyTS 6 лет назад
Guys i just recently started to use zbrush thanks to you and i made my first character. Now i'm retopologizing it. I'm new in this field because i studied Nuke and compositing and this is just a hobby so i don't know a lot of things. You said you can re-use a base mesh to retopo similar characters but i'm not entirely sure how, can you explain it quickly? You are awesome, i tried zbrush 4/5 years ago and i uninstalled it like 15 minutes in because i didn't understand its interface and now i created my first character in one week just with your videos
@ahmedjameel9295
@ahmedjameel9295 6 лет назад
Thank you guys you make everything easy for us thank you love you guys :) XD
@FlippedNormals
@FlippedNormals 6 лет назад
Thank you! Happy to help.
@StephenWebb1980
@StephenWebb1980 6 лет назад
I love retopology, as a game developer / 3D modeller working on projects where a scene might include 1000 animated characters, I love using maya to retopo, mudbox for baking normals to capture the high res model's details and transfer to low res retopo'd model - then in Unity3D make use of mesh baker (which groups multiple models and makes an atlas so only one set pass is needed for multiple different models, as only one material is needed per group of different characters which saves computationally...same goes for the normals, since most material types include diffuse, normal, specular, and detail maps in one material, an atlas for each map type still only uses one material - which means one set pass for all that map data). There are other tricks too like using an Entity Component System...so 1000 independent characters can easily become 50,000 without much loss computationally. 8)
@gugasuss
@gugasuss 5 лет назад
Amazing!! Tks bro!!
@FlippedNormals
@FlippedNormals 5 лет назад
Thank you!
@DethMagnit666
@DethMagnit666 6 лет назад
I've actually got two projects in the works where I'm using two softwares for their retopology. One using Zbrush's Retopo tool and another with Maya's Quad Draw tool. Both have their merits. PS: Love what you guys do!
@FlippedNormals
@FlippedNormals 6 лет назад
Thats great! They definitely both have merits, so it's important to know both. And thanks!
@evanlane1690
@evanlane1690 3 месяца назад
"We'll see on Blender... I heard 2.8 is going to be great." This aged soooo well. ❤
@yannplays8572
@yannplays8572 6 лет назад
I'm begging you, make a video on realistic hair creation with xgen
@GeorgeLikoudis
@GeorgeLikoudis 6 лет назад
Very nice video guys! Thanks a lot! Kinda quick question, maybe.. How did you fix that bad poly at 37:25? I'm asking because i have encountered similar issues.
@MexxyDragon
@MexxyDragon 5 лет назад
I realy like your videos, they are helping me a lot in college Can you guys made a video of retopology of hands and feets?
@bmas44
@bmas44 5 лет назад
please do a tutorial for joints and hands! I don't know if you've done face yet but that's been really tough for me
@RavageStudio
@RavageStudio 6 лет назад
could you make a video on how to reuse a hand retopology? like how to adapt it to the new mesh ?
@JexTrex
@JexTrex 4 года назад
Will this mesh will be good for rigging and animating?
@Jeacom
@Jeacom 5 лет назад
I am quite used with blender, I can say with no doubt that wat makes blender faster isnt the tool itself, its just the shortcuts. they make retopology kinda frenetic.
@andresrosel821
@andresrosel821 5 лет назад
It'd be great if you did one for the hands (:
@charliepeppe
@charliepeppe 3 года назад
Hey guys do I need to have a perfectly symmetrical mesh for retopologizing or I won’t be able to mirror it?
@PoseidonArts
@PoseidonArts 6 лет назад
Not sure if you guys have considered it, but would you be willing to do little sculpting anatomy videos? I know I would benefit a lot from them, as I am sure many others would as well. 😀 Great vid guys!
@FlippedNormals
@FlippedNormals 6 лет назад
We've very much considered it! It's a pretty time consuming course to do, but its on our radar.
@MR3DDev
@MR3DDev 6 лет назад
I have a big question for you guys. When you are teaching in your schools, do you focus more on "how to use this tool/software"? or the "why is this done this way regardless of the tool"? I am asking because my school always focused on "this is how you use Maya" or "this is how you bake in Substance" and I find that useless since there are tons of youtube videos on "how to use X tool"
@FlippedNormals
@FlippedNormals 6 лет назад
Hey! It's a bit of most to be honest. You need to know how to use the tool, as otherwise you cant get anything done, and you also need to teach the underlying principles as they are incredibly important. Ideally I'd teach 70% fundamentals and 30% tools, but in reality we have to do more tool-based work due to time constraints. I also totally agree, most tool-videos can be done and put on RU-vid as they are straight forward. The hard part are the fundamentals and thats where you need feedback. /H
@Ultrakints
@Ultrakints 4 года назад
I have a question, when I'm doing retopo, save my progress and close Maya I then have a hard time trying to get Quad Draw to work again the next time I load my model. I can see the quads I've made earlier, It just won't let me use quad draw no matter what. Is there anyway to solve this problem?
@shayhawkin
@shayhawkin 6 лет назад
Great video! How would you guys retopo cloth like pants with many very big wrinkles? Would love to see.
@FlippedNormals
@FlippedNormals 6 лет назад
Thanks! Really depends on how much sim you're doing. If it's heavily sim based, I'd avoid having major wrinkles in the cloth and let the sim do the work. If not, I'd just model them into the topology :) /H
@diogomachado9381
@diogomachado9381 6 лет назад
Very nice video!!! My retopo start to getting real slow after some time, do you guys know how to fix it?
@FlippedNormals
@FlippedNormals 6 лет назад
Thanks! It's a really annoying issue, with no elegant fix unfortunately. I usually split my retopo into multiple parts as it just gets too slow if not. Another fix is to, well... not use maya, but that's not ideal as you need a whole different software.
@nanfredman1991
@nanfredman1991 6 лет назад
Regarding the "messy part" on the chest - I can see that you would want to remove the 3-pole. Is the other thing that you were looking at the 5-pole on part of the surface where the shape changes considerably and goes under the arm? I would think there would be a pole somewhere on the chest because of direction change, same as there is on the shoulder blade. But to clarify, it should not be in the crease where the shoulder would deform?
@davidmonteiro6822
@davidmonteiro6822 6 лет назад
Great! Can you make a video on how you would go about using Mayas skinwrap to "retopo" a general base mesh into a specific different character mesh? i would love to see that
@FlippedNormals
@FlippedNormals 6 лет назад
Youd actually use a tool called Wrap3 for that. It's so much better than anything you can do in Maya.
@davidmonteiro6822
@davidmonteiro6822 6 лет назад
FlippedNormals why don't you introduce us that tool?
@xdzcollectionz
@xdzcollectionz 7 месяцев назад
hello.. can you change the characters geometry after retopology!!!???
@debjanimukherjee7883
@debjanimukherjee7883 3 года назад
Videos are Awesome! It will be helpful if you will provide the Sample Files too for practice purposes. Thank You! Greet from India!
@taufanaugusta8884
@taufanaugusta8884 6 лет назад
Well i don't mind. I uses Blender and watch most of your vids and i've learned a lot from it.
@pakman4600
@pakman4600 5 лет назад
Taufan Augusta you can use maya student version 😈
@SegaMegaLoh
@SegaMegaLoh 5 лет назад
@@pakman4600 But not for production?
@xalener
@xalener 6 лет назад
hooly shit when you guys talked about the joan of arc tutorial I had a nostalgia explosion
@FlippedNormals
@FlippedNormals 6 лет назад
We felt the same :D Such a good one.
@jayachakkaravarthy
@jayachakkaravarthy 6 лет назад
Will you guys explain Reproject the detail to low poly mesh also in future lessons...
@FlippedNormals
@FlippedNormals 6 лет назад
Yes, we can do that! :)
@JeffydimWitt2nd
@JeffydimWitt2nd 6 лет назад
Is there a situation that you would benefit from using a cylinder and shrinkwrap the legs/arms instead of quad drawing? it covers a large area quickly, similar to "tubes" in topo gun.
@FlippedNormals
@FlippedNormals 6 лет назад
You can totally do that too :) It's a good way of quickly doing arms and legs.
@bitblox3723
@bitblox3723 6 лет назад
Could you guys make a video on retopologizing the hands? :) Also, blender is definitely faster with modifiers like shrinkwrap, mirror, subdivision surface, makes for less clicks and easier visualization, It also feels like snapping is more accessible in blender as well.
@FlippedNormals
@FlippedNormals 6 лет назад
We could! :) I'll add it to our list. Interesting hearing your thoughts on Blender. I need to try it out! /H
@tjbradley5261
@tjbradley5261 5 лет назад
Enjoyed the video! Would reto’ing in maya be the final step after all sculpting is final? If so would you just use displacement map to bring the details back for rendering and compositing!? Thanks again!! Just an Animator learning zbrush🤘🏾
@FlippedNormals
@FlippedNormals 5 лет назад
Hey TJ! The steps are: - Sculpt - Retopo and UVs - Fixing projections, additional sculpting. - Export a displacement maps - Lighting and rendering. Hope this helps!
@ganagz
@ganagz 5 лет назад
Hey guys, for some reason, I cannot activate symmetry while retopologizing. So I decided to proceed one one side. Is there a way to duplicate my progress on the other side? Or better yet, how do i activate symmetry? Thanks!
@bigboomer1013
@bigboomer1013 3 года назад
Could you disable subdivision? And can you project all the details like in zbrush and bake normal maps from the high rez to the low poly? In zbrush, I like how you can reproject the details or make the low poly model look more accurate to the high poly model even if the high poly model isn't detailed at all. When I use blender, the shrink wrap is horrible. apply it while you have subdivision modifier on and it don't look accurate at all to how I want it to look when smooth. It would always look more skinny or smaller. While for zbrush, the low poly model can have as much subdivisions at it want to be able to reproject and it will make the model look exactly how i want it to be and I can pose it without having to worry about the topology trying to stick to the model. That way my model will look exactly like my high poly model without looking so skinny or smaller whenever I have subdivisions on. I wish blender could do something about that because unless i apply subdivision surface to my model and then apply shrink wrap, the shape will always look different after applying shrink wrap if I do that first.time I do NOT want to add too much topology on my model as it will be harder for me to weight paint. Another thing I like from zbrush is how while you have the subdivisions on, you can then sculpt on details on your low poly model and create normal maps from that one subtool as long as it has more than one subdivision. I wish blender has the same thing because having to do all the tedious work with having both models selected and baking then but then not working because the distance is too far or something. I'm thinking of getting Maya and I'm wondering if the projection and sculpting and baking works about the same way. I could of done the same thing on zbrush if i love it so much, but creating the UV maps is a pain because creating the seams is no where close to how Maya or blender does it by selecting the verticies. Zbrush tries to generate them and to make the seams you have to paint them and hope that it generates it properly based off where I painted it.
@Giogiogio4
@Giogiogio4 6 лет назад
How do you use a "base mesh"? Do you start by sculpting on it. Then re projecting the sculpt to the basemesh? Does this reproject keep the UVs and such? Then subdivide the new projected mesh and sculpt on that on higher levels?
@FlippedNormals
@FlippedNormals 6 лет назад
Hey! If you're doing a fairly generic character, like a human, you can start with a base mesh and then just sculpt on it. Once youre doing with the sculpting, you just export out the lowest level from ZBrush and use that for rigging. This obviously only works if you you dont have a crazy amount of changes from the original mesh. if you have a regular human mesh and you're adding wings or horns, you'll have to retopo those parts.
@josephbrandenburg4373
@josephbrandenburg4373 6 лет назад
What you're describing sounds like Multiresolution to me. Having used Blender, it is possible to do what you say. I can't speak to any other software. Of course, you can't have dynamic topology of any kind if you want to keep vertex data (like UVs).
@boulaawny4420
@boulaawny4420 5 лет назад
What about creating characters in Zbrush using SculptrisPro mode then retopologize in Maya for Uving !?
@shekhrussel6304
@shekhrussel6304 4 года назад
my qstn after retopology what u do to get back all the details back onto your low res model... is that only baking high res model onto low res by creating normal map or it is by taking ur low res model in zbrush and reproject it but after that still having very high poly of that low res model bcz of dividing it couple of times.. so what's the solution plz tell me...
@Ironpants57
@Ironpants57 6 лет назад
How often do you guys have to retopologize a pre-forearm-twist? - Some humanoid models has forearms with topology twisting from the elbow to the wrist. I'm guessing because the palms are facing down and it would need to be calculated for muscle flow.
@WholsShyShen
@WholsShyShen 6 лет назад
Hey guys, I was wondering if you usually use a tablet for Maya? If so, do you usually prefer to work in a smaller working area (higher tablet sensitivity) or use the default working area? Love your content and thanks in advance!
@FlippedNormals
@FlippedNormals 6 лет назад
A bit of both actually! I prefer to switch it around, as I feel that's better for my wrist and hand due to the variation. /H
@Luwizart
@Luwizart 6 лет назад
blender got a retopo-flow, and it is faster as you said . Lol .....I love you guys
@eeromutka186
@eeromutka186 6 лет назад
or you could just zremesh it
@armsinmotion
@armsinmotion 6 лет назад
assuming it puts loops where you need them (even when you use guides sometimes its still weird)
@phosphorus2740
@phosphorus2740 6 лет назад
Retopoflow is absolutely useless because it can't be properly used with high density meshes (a warning message even pops in the retopoflow window). What's the point? But I guess we can't blame the plugin, it's blender's fault. This amateur piece of crap shits itself as soon as you go into edit mode with a mesh that doesn't even have 1 million polygons. Maya will take tons of polygons like a champ and allow you to export GPU caches to make it even smoother. When will you deluded blendlets ever learn?
@cyn5340
@cyn5340 6 лет назад
Phosphorus lol wow blame blender for just one fancy plugin that doesn’t work. That’s a little unfair don’t you think?
@wykapanyTata
@wykapanyTata 5 лет назад
@Phosphorus Actually why You want go in edit mode with mesh that has 1 million polys? To add loopcut? Also in this video they're not doing retopo over full density mesh.
@zapyray3371
@zapyray3371 3 года назад
Is this mesh available for free ?? I just have the head from retopoflow course :P
@damian_fgc
@damian_fgc 6 лет назад
By the way, using tab key with middle mouse button extends the loops. Just my two cents
@Andrea_404
@Andrea_404 4 года назад
"I think nails are separate." "Yeah, you can pull them off." :D
@PhuongNguyen-vu1fv
@PhuongNguyen-vu1fv 5 лет назад
What is your computer configuration ?
@PiNPOiNT2K
@PiNPOiNT2K 6 лет назад
A super handy trick is to use maya's alembic cache to make a GPU cache of the high res, then retopo on that.
@FlippedNormals
@FlippedNormals 6 лет назад
Ah, thats interesting! Havent thought about this before. Is this better for performance?
@PiNPOiNT2K
@PiNPOiNT2K 6 лет назад
yeah super great. Select the high res mesh, goto Cache -> GPU cache -> export selection option box. Then pick "current frame" and whatever other options you might want. Then you can delete it from your scene, and bring back the cached version via Cache -> GPU Cache -> import
@IfthiAli
@IfthiAli 6 лет назад
I kind of wish you used a conventional body for the tutorial, but it's still a great tutorial as always.
@aleph-tav
@aleph-tav 5 лет назад
Is 3DCoat better at Retopo with all the tools? Maya feels like it's limited with only the qua-draw tool. Maya snaps through the surface a lot it seems.
@FlippedNormals
@FlippedNormals 5 лет назад
We dont have a lot of experience with 3DCoat, but it looks great! One of the advantages of Maya is that everything is in one package, so if you need to do regular poly modeling (which you often do) it's right there.
@kv7164
@kv7164 5 лет назад
Blender 2.8 is fkin awesome :P
@chrismurdy6807
@chrismurdy6807 5 лет назад
Im having trouble exporting the reto mesh into Zbrush. It keeps exporting both the new reto and the detailed mesh I used to retopologize. How can I just export the new mesh?
@FlippedNormals
@FlippedNormals 5 лет назад
If you go to File- Export Selection with only the retopo selected, it should work
@magnusfrodin6477
@magnusfrodin6477 3 года назад
Sorry for necroposting but sometimes when I keep adding quads, some of the points/vertices become unselectable. For some reason when I hover over them I just can't click and manipulate them in any way in quad draw mode. Found 0 results when googling and it happens a lot. Anyone knows what causes this and how to fix it?
@softic3d836
@softic3d836 6 лет назад
I find retopo to be really relaxing. It's as you said, kinda like solving a puzzle. I'm curious how many people find it relaxing compared to how many find it boring/annoying. Who's the majority from your experience?
@FlippedNormals
@FlippedNormals 6 лет назад
I think most people really find it to be a pretty zen experience. For me, it really is. Not incredibly hard, just something you can fiddle with for ages. /H
@jjcaratino
@jjcaratino 5 лет назад
Some times, is so hard select some vertices, rotate rotate and try againg and nothing
@nikkytae
@nikkytae 6 лет назад
speaking of poly modelling in 20:00, is poly modelling for characters outdated now or is it better to be able to sculpt then retopo in this day and age?
@FlippedNormals
@FlippedNormals 6 лет назад
Yes! That's definitely the way you do it today. Poly modeling is extremely time consuming. It's a great exercise though, but you wouldnt do it for production.
@nikkytae
@nikkytae 6 лет назад
ahhh, i see... thanks man. i guess i'll have to move to sculpting then haha. >__
@neobatalla137
@neobatalla137 4 года назад
how to make it color blue?
@alvinbotta2943
@alvinbotta2943 6 лет назад
Can you mould from mudbox to maya and show us the same and how do u get back the fine details.
@FlippedNormals
@FlippedNormals 6 лет назад
We probably wont do it with Mudbox, but we're planning on doing one with ZBrush. The workflow goes like this: - Concept sculpt - Retopology - Reproject the concept sculpt onto the retopo - Extract a displacement map from ZBrush
@alvinbotta2943
@alvinbotta2943 6 лет назад
FlippedNormals Thanks for the concept..it also helps in one way. Good job so far
@quockhanhlk
@quockhanhlk 6 лет назад
hi, thanks for the very informative video, im a novice modeller and ive learned a lot from it ! i have a question if you dont mind, when you said you reuse a premade hand model with good topology on a new highpoly mesh, how exactly do you do that, what if the new highpoly hand's proportion difference is really noticable, through a shrink wrap modifier of some kind ?
@FlippedNormals
@FlippedNormals 6 лет назад
Great question! :) We'd then be using a tool called Wrap3. It's amazing: www.russian3dscanner.com/
@josephbrandenburg4373
@josephbrandenburg4373 6 лет назад
When I have a good mesh I want to reuse with different proportions, I chop it into pieces and use the component parts to build the new model. You can just add more loops in the areas that are empty, or cut a few loops out if it's too big.
@JettzCG
@JettzCG 6 лет назад
Hey guys, say you had a character that's as toned as the current spider-man, would you make a loop boarder around his biceps, hamstrings, traps etc. or is it not worth it? just want a reference. Love the vids.
@FlippedNormals
@FlippedNormals 6 лет назад
Hey! It really depends on how much sim you're going to be doing. The more sim-heavy, the more even you want your topology to be. If you define too much in topology, you already have muscles baked into it, making the sim a lot harder to use.
@JettzCG
@JettzCG 6 лет назад
Ooooooh, so that's how it works!? I though you'd need to cater the topology to the muscle sim by defining the muscles for deformation. But instead, it's better to leave it to do its thing? So I should have a simple 'cylinder' running down the arm (like in this video) for a sim heavy rig?
@gillpanda
@gillpanda 5 лет назад
I really liked watching these. But I was wondering if you guys could lease show us the proper way to retopo a cute animal muzzle please? Like no one ever makes good videos about that. They are a little hard to approach.
@eeveemikat
@eeveemikat 6 лет назад
Glad you're doing a tutorial on this but what about wrap 3d
@FlippedNormals
@FlippedNormals 6 лет назад
Do you mean how does wrap3 compare to to manual retopo?
@eeveemikat
@eeveemikat 6 лет назад
FlippedNormals I mean is it used production and is it good enough
@FlippedNormals
@FlippedNormals 6 лет назад
We use Wrap a lot in production and it's fantastic. It's very easy to learn and produces great results.
@eeveemikat
@eeveemikat 6 лет назад
FlippedNormals thank you
@RodrigoBadin
@RodrigoBadin 6 лет назад
Do you have any tutorial on retopo with 3dcoat?
@FlippedNormals
@FlippedNormals 6 лет назад
Unfortunately not, we havent used 3D-Coat a lot.
@RodrigoBadin
@RodrigoBadin 6 лет назад
No problem, you guys rock!
@3d_pablo
@3d_pablo 6 лет назад
hey, retopo in 3d coat is super simple. you can prob find a video on here showing you how.
@tarakatanchi8490
@tarakatanchi8490 6 лет назад
Hi can u please show how to retopology a hand please
@FlippedNormals
@FlippedNormals 6 лет назад
We're doing a full series where we'll show how to retopo a full body, including a hand :)
@mrexpendable1232
@mrexpendable1232 6 лет назад
Hey guys, wanted to request a video on base meshes and some tips for going about it. What's important to include, what's not so important. I know you can pick up a bunch of free bases meshes, but that feels a bit like cheating
@rishikeshnayudu6412
@rishikeshnayudu6412 6 лет назад
BUT how do we get the details from zbrush mesh to this low poly mesh without doing reprojection..?
@FlippedNormals
@FlippedNormals 6 лет назад
After you're done with the retopology, you'll have to bring it back to ZBrush to project your high-poly onto your low-poly. Then you'll end up with a full ztool with a low and a high poly.
@rishikeshnayudu6412
@rishikeshnayudu6412 6 лет назад
FlippedNormals I meant like in Maya if I have this low poly and if I have to get the details into Maya.. should I get them as bump map or is there a way to get them to Maya without doing projection in zbrush..?
@Yushataram
@Yushataram 5 лет назад
can we do zremesh first then retopo
@FlippedNormals
@FlippedNormals 5 лет назад
You can, but it's better to decimate it instead of zremesh.
@radenzito
@radenzito 5 лет назад
Decimate just go back in subdivisions, maintaining the topology of the mesh, but with less poligon density. Zremesher creates a new whole topology, and try to project the original mesh to this new topology. This tools work completely different, so you must use each one depending on your project needs
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