Bro, i love you...i have a high mesh project to submit in 15 days and was worried that remeshing in zbrush would make me lose all my details. But now i can remesh and get a good uv even tho my mesh has a lot of sculptris tris and dynamesh. So once again 7 years after you made this. I love you and can i marry you
This is by far the best tutorial on the Quad Draw tool i've ever seen, the sound was perfect, and the tutor very knowledgeable for sure :), I'm subscribing by the way, keep up the good content!
Thanks for the tutorial!! By the way you don't have to close ZBrush to restart it. You can just go to preference, initialise. This will restart the program without closing it, much faster as well.
If you find Maya chugging with such a large mesh at well over a million polygons, you can use the Decimation Master plugin to get a very similar resulting mesh at a fraction of the polycount.
@@jaya_surya_a5118 There is a "Remesh" and "Retopologize" tool in maya but it takes billions of years to complete the process if you have millions of polycounts
this Is the Best Tutorial on the Ungodly subject of Retopolizing and Unwrapping.. It wasn't Boring And I understood it better than ever :) thanks Dude :D
I've Logged here only to thank you! I really appreciate this quality video, I'm currently studying game development but some parts are a bit of mess, I think only few people are able to teach properly knowing the essential of everthing. Hugs from Brazil!
Hey Alex, Thank you so much for the video it's really going to help me with my high poly Zbrush models. I was wondering when you retopo into a lower poly mesh why did you then bring the polycount up again by subdiving to use project all? Why wouldn't you Bake the Highpoly and Lowpoly normals into a texture map to give you the same detail on the low poly? Just curious because that's how I learned it at the college I graduated from for Game Art Thanks
Hi April.. That is the way to work in the Games Industry I believe. High and Low Poly models are used to Bake details on the low poly model to become game ready for use in game engines. For Games I believe, the details are highly dependent on the normal map and the other baked maps but not displacement/height map. Whereas for films, displacement map is also needed and this map is directly dependent on the number of subdivisions used while rendering but game assets do not use subdivisions to keep the performance high while real time rendering. Therefore, the process Alex used may be inclined towards creating assets for film rendering using a render engine like Arnold or Vray etc... Kindly correct me if I am misguided but this all came through some observation. Although I myself have many fundamentals that need explaining, I hope my answer clears your question.
Can you please design a Chimera in ZBrush, Photoshop, Autodesk Maya and After Effects to make a horned lion like mythical creature for a a fantasy movie, and a video game?
you must have done this process like a thousand times, i noticed the poly count is exactly 2048, i guess this doesn't matter or make sense, btw, great tutorial, thanks for handing out this information for free, anyway, just wanted to comment
Hi, Im having a problem where the the gpu cache is not importing/exporting properly. I tried this a few days ago and it worked perfectly but today i tried exporting and importing something as a abc file but it doesnt have the lightning bolt icon and the mesh still indicates in has polygons. the abc mesh also gets triangulated. I think I disabled something in my plug in manager but i tried enabling the gpu cache and abc import export plugins already. it doesnt work. how can i fix this? i really love how convenient the gpu cache is. thanks!
That's what I do!!! I realize that it's cool to START in ZBrush but to save myself work, I retopologize and build correct edgeloops in Maya and THEN bring that over into ZBrush......or MudBox!!!
Can someone explain to me the point of adding details in zbrush? I've been taught to keep the poly count as low as possible and add details through bump/normal maps, so I'm confused as the model in this video has a really high poly count?
To create a normal/bump/displacement map, you need the sculpted detail to create maps from. That detail needs to be sculpted on a retopoligized and UVed mesh.
@@AlexCheparev First of all thank you so much for replying! I see! I've always been so confused about zbrush, I love to sculpture but could never figure out the high poly count so sculpting in zbrush can be used to create a bump map from the sculpt? Could you do the same using Substance Painter?
@@lordgains3317 You can use other maps to create maps in substance. Usually you would use substance to add scratches, paint chips, fabric bump maps, but if you have a full character sculpt and want to transfer that detail to a lower resolution model, you would use Zbrush for that.
@@AlexCheparev Thank you so much! That's super informative! I've been wanted to create a character model with pores and such for skin detail and been contemplating using zbrush for it
What's the benefit of projecting your high poly model onto your low poly model in Zbrush? I did this, and then took my model back into Maya, except now it has far more geometry than the low poly version did (after projecting, I mean)
Well, the idea is to use the dense zbrush mesh, withing zbrush to bake out displacement maps, normal maps, bump maps, etc. In maya you would use the lower resolution mesh and with the maps applied to shaders would be able to reproduce the detail from the sculpt in your renders.
@@AlexCheparev Ahhh I see. So if I wanted to use Substance Painter to paint my model, then I could achieve the same result by opening the low poly mesh in SP, and then baking my maps within SP using the high poly mesh, right?
Can you please help me on this? Once all this is done, how to use this re-topo mesh with projected details to create displacement map to be used in Maya??
I'm wondering if it's a frequent(!) step in an asset workflow to retopology the mesh (in the industry)? Like if it's an attendant of sculpting. Maybe Zspheres can be of help? What's your experience? Awesome tutorial, thank you! :)
Zspheres can't get you all the way. They are a good stating point, but if you need to make a production ready model you will always have to retopoligize.
How did you make the opacity lower so you could see your polygons you were making? My polygons are somewhat inside my mesh so its very hard to see them and I either did something wrong or i need a way to lower my models opacity. Please help, thank you!
You need to turn on X-Ray mode or switch your viewport to Legacy Default Viewport. To turn on X-Ray, open the Shading Menu in the viewport (Upper Left of Viewport) and select X-Ray. To switch viewport renderers, open the Renderer Menu in the viewport and select Legacy Default Viewport.
Sorry more important of a question. Ive been using the xray and it is so damn hard to tell the sides since i am modeling a head and its mirroring. it just looks like a huge jumble of points. is there a way i can not see the other side of polygons?
When i try to go back to quad draw, i dont get the same black lines, instead its like face is selected where the object covers some of the lines. This makes it very difficult to see what you are doing. Any suggestion?
sir can you help me i have a issue in zbrush , i retopologise my sculpt then import to zbrush same as u but next day i open zbrush say your file replaced by maya file so cant open it
Apologies for the noob question since I am new to 3d sculpting and texturing: but I am wondering do you have to UV unwrap again if you continue to sculpt after all of this? I thought you were going back to z-brush after the retopo to basically project the mesh in order to generate height and normal maps... but then you said "you can continue working and adding details". I am struggling to understand how any further details would make it into the final mesh--would they only be calculated into the normal map? I am assuming that since you already created the UVs you wouldn't want any sweeping changes or any crazy additional geo created, right? Perhaps I am just not understanding the final export process out of z-brush either...
Hi Alex! Thank you for the elobrate video. I have a question concerning the import of the topology back to Zbrush if you originally started out in Maya. I've seen quite a few tutorials mention that you should go to the lowest subdivision level, export that as an obj to maya and retopologize. However when the reropology gets back into Zbrush various sources say different things and I never know what the optimal workflow is. Some mention just to import the retopologized mesh from the lowest subdivision whereas others go through a projecting process. What's the difference or what is preferable?
Really good tutorial. Could you tell me the use of re-topping a sculpt, just to then sculpt on it again? Doesn't Dynamesh/Zremesher/Projection fix unsculptable topology? Normally I only re-top a sculpt to then bake down detail. Thanks!
Dynamesh and Zremesher are temporary solutions to keep you sculpting within Zbrush. The end result is almost never good enough for production and will ultimately require a final retoplogy step either within Zbrush using Zspheres or withing Maya or Topogun. Doing it early in the production step lets other artists get a jump on texturing and even rigging while the final sculpt is still being worked on.
That GPU cache trick is amazing. Thank you
Bro, i love you...i have a high mesh project to submit in 15 days and was worried that remeshing in zbrush would make me lose all my details. But now i can remesh and get a good uv even tho my mesh has a lot of sculptris tris and dynamesh. So once again 7 years after you made this. I love you and can i marry you
Well he did it. He made retoping look relaxing.
Thank you! So many people just fly over the retopo to zbrush workflow and leave me in the dark. Thank you so much!
This is by far the best tutorial on the Quad Draw tool i've ever seen, the sound was perfect, and the tutor very knowledgeable for sure :), I'm subscribing by the way, keep up the good content!
Thanks!
Thanks for the tutorial!! By the way you don't have to close ZBrush to restart it.
You can just go to preference, initialise. This will restart the program without closing it, much faster as well.
Thank you for sharing
That trick with the scaling saved a life
This wasn't exactly what i was looking for, but ended up being more than what i needed, thanks
Background music is the best in any tutorial
yes, too lound in some others
background music is the first time in the history of youtube that it was perfect. It's rarely even bearable.
the tutorial is also nice ; )
i think i might be the only one who hates it soo much booom buung booom bbuungg fuckin stahp!
@@Scrahdabley Im gonna steal the background music.. someones know the song? Amazing, thanks for help.
@@666Exodia666 Not saying it's the same, but it reminds me of the game "Mini Metro". It's like those sounds in loop, maybe you can use those.
Thank you very much Alex. By far one of the best tutorials about the retopology workflow.
Great job, excellent video! Very detailed yet concise, teaches not only the "how" but also the "why". Thank you so much.
If you find Maya chugging with such a large mesh at well over a million polygons, you can use the Decimation Master plugin to get a very similar resulting mesh at a fraction of the polycount.
I can't understand...is any fastest way to remeshing the zbrush model in maya ?!
@@jaya_surya_a5118 There is a "Remesh" and "Retopologize" tool in maya but it takes billions of years to complete the process if you have millions of polycounts
5 years have passed but this still works, helps me finish my uni project, tnx a lot!
Quite exactly the tutorial i was looking for. Cheers my man!
Thank you saved me a lot of time trying to browse videos for an actual working one
Thanks a LOT for this tutorial ! I found many retopology tutorials, but none of them could explain the next step ! thanks !
You're the man. Exactly what i was looking for!
The scale thing is exactly what I was trying to figure out, thanks
I love the relaxing music, it's at such a nice volume too so i can still here you perfectly mmm.. And great tutorial!
Thanks!
this Is the Best Tutorial on the Ungodly subject of Retopolizing and Unwrapping.. It wasn't Boring And I understood it better than ever :) thanks Dude :D
I loved this tutorial so much, it helped me a lot. Clear and understandable. Thank you. :)
The first tutorial video that felt good ! Thank you!
your voice is soothing and audible, really love your tutorial
oh and btw your agressive mouse click really startled me
Watching in 2021, still the best Retopo tutorial
Can I just say Thank You for the nice ambient soundtrack? I wish more people would do that.
What about importing midi files because most midis freezes my program. What can I do about it? I'm using soft soft Bundle Pack by
thank you, you make it look so simple
amazing tutorial, exactly what I've been looking for!
It is gratest tutorial i've seen ever on UA-cam. thanks a lot.
This was such a clear and relaxing tutorial, thanks!
one of the best tutorial i've ever found ! thank you very much!!!
as a student this helps me out a ton, thanks!
I've Logged here only to thank you! I really appreciate this quality video, I'm currently studying game development but some parts are a bit of mess, I think only few people are able to teach properly knowing the essential of everthing. Hugs from Brazil!
damn this video was so deeply relaxing but still reeeeally helpful! Thank you kind sir!
I’m always confused, so when do you retopologies the horns? If you exported separately they wouldn’t match up?
Finaly I've found a great tutorial about retopology! Thanks a lot!
Dude this is a damn life saver, i love you.
5:00 I totally dig that background music. Thanks sir.
BEST TUTORIAL EVER
Very cool. is this type of manual workflow still valid for 2022 or should I look at something else in your opinion? because quality is top notch
Still Valid!
Fantastic, your tutorials are really helpful thank you!
that GPU cache thing is actually reallyyyyy useful to now
man Im at 4:30 and you already helped me so much! THANK you
Excellent tutorial. Clear, and a nice atmosphere thanks to the subtle music. Well done. Subbed.
Exactly what we wanted 🔥 kudos man.
Hey Alex,
Thank you so much for the video it's really going to help me with my high poly Zbrush models. I was wondering when you retopo into a lower poly mesh why did you then bring the polycount up again by subdiving to use project all? Why wouldn't you Bake the Highpoly and Lowpoly normals into a texture map to give you the same detail on the low poly? Just curious because that's how I learned it at the college I graduated from for Game Art
Thanks
Hi April.. That is the way to work in the Games Industry I believe. High and Low Poly models are used to Bake details on the low poly model to become game ready for use in game engines. For Games I believe, the details are highly dependent on the normal map and the other baked maps but not displacement/height map. Whereas for films, displacement map is also needed and this map is directly dependent on the number of subdivisions used while rendering but game assets do not use subdivisions to keep the performance high while real time rendering. Therefore, the process Alex used may be inclined towards creating assets for film rendering using a render engine like Arnold or Vray etc...
Kindly correct me if I am misguided but this all came through some observation. Although I myself have many fundamentals that need explaining, I hope my answer clears your question.
hell yeah for quad draw!
ur sick
ty alex
guy 4 me waste of time i thought he will animate srry
i'm an absolute beginner in MAYA, can you tell me how did you make the zbrush model transparent so you could see the polygons you were drawing?
1:00 turn off export sub groups in zbrush so it doesnt split your model into a million pieces (based on your polygroups) when you export it
I'm so sick of 3D coat doing amazing things but something stupid like adding one vertex I can't figure out.
Thanks for this
exactly what i needed! thank you
Can you please design a Chimera in ZBrush, Photoshop, Autodesk Maya and After Effects to make a horned lion like mythical creature for a a fantasy movie, and a video game?
Thank you so much Alex
Thank you !!!
Impressive experience
Thank you so much! You really helped me understand the whole process!
you must have done this process like a thousand times, i noticed the poly count is exactly 2048,
i guess this doesn't matter or make sense,
btw, great tutorial,
thanks for handing out this information for free,
anyway, just wanted to comment
this helped me so much i could hug you. thank you!!!!!
Installed, everything works, thanks!
love the video, and soft background music. thanks for teaching me something new!
why did you turn off symmetry half way through?
I was having trouble seeing my retopology mesh, deleting half helps with visualization. It's an optional step, you don't have to delete half.
Would it not be better to use decimation master then export to Maya? less polygons same detail.
Awesome work.
Hi, Im having a problem where the the gpu cache is not importing/exporting properly. I tried this a few days ago and it worked perfectly but today i tried exporting and importing something as a abc file but it doesnt have the lightning bolt icon and the mesh still indicates in has polygons. the abc mesh also gets triangulated. I think I disabled something in my plug in manager but i tried enabling the gpu cache and abc import export plugins already. it doesnt work. how can i fix this? i really love how convenient the gpu cache is. thanks!
can i make first my retopoloogyze and after make details with my low mesh in zbrush?
That's what I do!!! I realize that it's cool to START in ZBrush but to save myself work, I retopologize and build correct edgeloops in Maya and THEN bring that over into ZBrush......or MudBox!!!
Great music choise !
can you make a video as a follow up to this process where you take the zbrush retopologized mesh and texture and color it and then UV those in maya?
Great!
Awesome!
2:00 when importing high poly mesh export as a gpu cache from maya and then import it back in so it loads directly into gpu = faster to work with
Thankyou sir... now i have a big bright on my head
Thank u so much Alex, this video is very helpful =)
Your Welcome!
Спасибо. За тутор очень полезная инфа. плюсую :)
Can someone explain to me the point of adding details in zbrush? I've been taught to keep the poly count as low as possible and add details through bump/normal maps, so I'm confused as the model in this video has a really high poly count?
To create a normal/bump/displacement map, you need the sculpted detail to create maps from. That detail needs to be sculpted on a retopoligized and UVed mesh.
@@AlexCheparev First of all thank you so much for replying! I see! I've always been so confused about zbrush, I love to sculpture but could never figure out the high poly count so sculpting in zbrush can be used to create a bump map from the sculpt? Could you do the same using Substance Painter?
@@lordgains3317 You can use other maps to create maps in substance. Usually you would use substance to add scratches, paint chips, fabric bump maps, but if you have a full character sculpt and want to transfer that detail to a lower resolution model, you would use Zbrush for that.
@@AlexCheparev Thank you so much! That's super informative! I've been wanted to create a character model with pores and such for skin detail and been contemplating using zbrush for it
What's the benefit of projecting your high poly model onto your low poly model in Zbrush? I did this, and then took my model back into Maya, except now it has far more geometry than the low poly version did (after projecting, I mean)
Well, the idea is to use the dense zbrush mesh, withing zbrush to bake out displacement maps, normal maps, bump maps, etc. In maya you would use the lower resolution mesh and with the maps applied to shaders would be able to reproduce the detail from the sculpt in your renders.
@@AlexCheparev Ahhh I see. So if I wanted to use Substance Painter to paint my model, then I could achieve the same result by opening the low poly mesh in SP, and then baking my maps within SP using the high poly mesh, right?
This tutorial is very helpful! Thanks!
thank you !!!!!
why my retopology in maya can't lined up in hi poly zbrush?
Helped me a lot Thanks 🙌🙌🙌
Quick question my model spawned away from the scene grid and symetry seems to only work where I click and not on the object itself
Can you please help me on this? Once all this is done, how to use this re-topo mesh with projected details to create displacement map to be used in Maya??
Very good tuto. Ty.
Awesome tutorial. Definitely saved this and subscribed.
I'm wondering if it's a frequent(!) step in an asset workflow to retopology the mesh (in the industry)? Like if it's an attendant of sculpting. Maybe Zspheres can be of help? What's your experience? Awesome tutorial, thank you! :)
Zspheres can't get you all the way. They are a good stating point, but if you need to make a production ready model you will always have to retopoligize.
Good to know, I'm fairly new to the sculpting part of modeling, but I'll include this in my learning process.
How did you make the opacity lower so you could see your polygons you were making? My polygons are somewhat inside my mesh so its very hard to see them and I either did something wrong or i need a way to lower my models opacity. Please help, thank you!
You need to turn on X-Ray mode or switch your viewport to Legacy Default Viewport. To turn on X-Ray, open the Shading Menu in the viewport (Upper Left of Viewport) and select X-Ray. To switch viewport renderers, open the Renderer Menu in the viewport and select Legacy Default Viewport.
Thank you sir. Did i mess up? Because some of my polygons seem farther into my mesh than yours. Maybe its just how mine is set up.
Sorry more important of a question. Ive been using the xray and it is so damn hard to tell the sides since i am modeling a head and its mirroring. it just looks like a huge jumble of points. is there a way i can not see the other side of polygons?
Not really, but you can turn off mirroring and after you are done retopologizing, just mirror the mesh.
Amazing,Thanks a LOT for this tutorial
You deserve a beer friend.
a random person entered my room and started making me massage while watching this tutorial
That's great. Always down for a random massage!
Just one question the new retopo mesh with all the details..how dense is that now with all the subdivisions..is that ideal to show a wireframe pass.
When i try to go back to quad draw, i dont get the same black lines, instead its like face is selected where the object covers some of the lines. This makes it very difficult to see what you are doing. Any suggestion?
Nvm, I created a new camera and set the angle of view to 1. that seemed to solve it
Damn. That was great.
sir can you help me i have a issue in zbrush , i retopologise my sculpt then import to zbrush same as u but next day i open zbrush say your file replaced by maya file so cant open it
Apologies for the noob question since I am new to 3d sculpting and texturing: but I am wondering do you have to UV unwrap again if you continue to sculpt after all of this? I thought you were going back to z-brush after the retopo to basically project the mesh in order to generate height and normal maps... but then you said "you can continue working and adding details". I am struggling to understand how any further details would make it into the final mesh--would they only be calculated into the normal map? I am assuming that since you already created the UVs you wouldn't want any sweeping changes or any crazy additional geo created, right? Perhaps I am just not understanding the final export process out of z-brush either...
The symmetry does not work for me. I tried World X, object X and Topology, none of the options seem to work. BTW, I'm working on a decimated mesh.
Quad Draw Symmetry only works with Maya 2016 Ext 2 and Maya 2017. Which version are you using?
I'm using Maya 2016 SP5, but I will update to Ext 2, thanks.
Thank you for this awesome tutorial, very Helpful .. Thanks again
Hi Alex! Thank you for the elobrate video. I have a question concerning the import of the topology back to Zbrush if you originally started out in Maya. I've seen quite a few tutorials mention that you should go to the lowest subdivision level, export that as an obj to maya and retopologize. However when the reropology gets back into Zbrush various sources say different things and I never know what the optimal workflow is. Some mention just to import the retopologized mesh from the lowest subdivision whereas others go through a projecting process. What's the difference or what is preferable?
Well
Done.
I have learned alot! Thx mate!
Really good tutorial. Could you tell me the use of re-topping a sculpt, just to then sculpt on it again? Doesn't Dynamesh/Zremesher/Projection fix unsculptable topology? Normally I only re-top a sculpt to then bake down detail.
Thanks!
Dynamesh and Zremesher are temporary solutions to keep you sculpting within Zbrush. The end result is almost never good enough for production and will ultimately require a final retoplogy step either within Zbrush using Zspheres or withing Maya or Topogun. Doing it early in the production step lets other artists get a jump on texturing and even rigging while the final sculpt is still being worked on.
Ah okay that makes sense. Thanks Alex
Hi Alex!
So, how can I use the Quad Tool in the object? I've tried but the points stay away from the object.
Everyday I watch a tutorial for other software. I realize I'm so blessed that I know Blender
the process is indeed simple... it takes a lot of time but he didn't say it's super fast :)
yeah its really simple, maya is a very simple program in general, that and 3ds max both are.