A great tute, thanks brother. A small point, if I may: when you set up the symmetry in max you can select edges like you did, make them planar on the X, then set to zero in the transform type in. It's pretty quick.
Hello, I am doing a module that requires me to use 3Ds Max and Zbrush and create a character in an environment. I have to make them organic features (skin, hair, face) of my character on Zbrush and make solid features like armour or a metal on 3Ds max. Which one would you advise me to use if I were to make a plague doctor character with the mask?
Great video, thanks! I have a question, though: would we need to do all this "retopolizing" if we just plan on rendering and exporting some HD VRay/Arnold still photos? Would 3Ds Crash if we only had that original 85k ZBrush model on scene?
Nice tutorial man. Btw on 31:40 , did you use conform option from compound objects menu? Because i wanna use your method, looks good for my model retopology
nice video, still relevant in 2024. it is good you didn't speed up the process and showed everything. thank you.
A great tute, thanks brother. A small point, if I may: when you set up the symmetry in max you can select edges like you did, make them planar on the X, then set to zero in the transform type in. It's pretty quick.
Thanks for this video. You solved my problems
Nice tutorial, and after watching this i would like to see how you do the after process like texturing and rendering in 3ds max. Thanks
Show statistics shows you total ammount of poly's, so poly count was for high poly and low poly base mesh combined :)
thanks bud got a lot of idea out of it...
Hello, I am doing a module that requires me to use 3Ds Max and Zbrush and create a character in an environment.
I have to make them organic features (skin, hair, face) of my character on Zbrush and make solid features like armour or a metal on 3Ds max.
Which one would you advise me to use if I were to make a plague doctor character with the mask?
Great video, thanks!
I have a question, though: would we need to do all this "retopolizing" if we just plan on rendering and exporting some HD VRay/Arnold still photos? Would 3Ds Crash if we only had that original 85k ZBrush model on scene?
If you plan to texture your model then you need to retopologize.
@@GunzzYT Nono, I just need to use the base model to shade and use it for art. Can I use a high poly count bust, for example? Would my PC explode?
@@MauMenzori if its under the 500k polys yes it would work, but still i would retopologize it if i were you
@@GunzzYT I see. Thank you very much for explaining, Gunzz. :)
Nice tutorial man. Btw on 31:40 , did you use conform option from compound objects menu? Because i wanna use your method, looks good for my model retopology
Thanks for watching, Yes i used the conform button/brush for the turbosmooth topology 👍
totaler Müll