In this bonus tutorial we will see how to leverage the new retopology modifier as well as other workflows to generate a low resolution version of an extremely dense sculpted z-brush mesh.
@@josem.elizardo9427 gotta say im kinda lack of common sense most of the time. I get your point i think im gonna retopo all of it then will solve how to symmetry it later. Thank you very much for saving my life!
Thanks! I just did a simple flatten mapping with a higher threshold, than packing with the new concave packing method. It’s not perfect but I’m lazy ;-)
im new here. Is this animation ready? This method is far too easy from manual retopology where you have to edit polygons on top of the hi poly yourself. What is the differences between them? Pros and cons? Thank you.
I tried it with an STL file which I downloaded from the internet. It took a very long time to calculate and when it's done, the mesh topology stay the same. Is it only works for a high poly in .obj file ?
I”ve been trying this for a few days now and can’t get it to work right I successfully uv mapped my low poly model but do I have to do it to the high poly model too? I’ve made sure my setting in render match my settings in bake Idk what I’m missing >_< I’ve tried all the resolution settings…
Hello. At the end the map seems to bake and I have the normal map but maybe I still need to apply it to the model? The low poly model has not changed at all. How can I apply the normal map so it looks high res? Thank you in advance!!
You need to connect the normal map to the normal input of the material applied to your model. If you’re using a Physical material you need to make sure the normal map is connected to a normal shader before connecting to the physical material. If youre using a PBR material, you can simply connect the normal map to the normal input (the PBR material has the the normal shader in its code already)
Hay alguna opción para el control de loops? observo que la geometría se crea por donde quiere. Si no es el caso hay un paso previo para ordenar los polys?
excellent tool, a query to each model you assign the same value to the face count in the first model you put 150000 but when cloning you put that same value then I have that doubt.
Let's also appreciate how fast the viewport handles a 35 million poly mesh in the beginning.
Me too. I was thinking "Wait. That's a lot! Damn". What is this? Zbrush?! Great vids!
I’ve gone to 95mill once
yeah but still fuck 3ds max
Fantastic new feature - lets hope it holds up in production!? Exciting stuff - thanks!
It really worked for me after I look and try some tutorials, yours is the one that worked. Owe you a lot.
This is a game changer man I love this modifier.
now U have a new follower... retopology modifier is fantabulous
Dude thank you so much this is incredible
instead of mirroring and welding the mesh, you could just apply "symmetry" and it will do it automatically.
So concise ! I Love it
thanks, it actually let me through so i could download it.
thanks a lot!!! so nice reverb
works okay with non-precise sculpted stuff
the rest still requires a ton of cleanup
Thank you for this! Super cool video! A+++
Woah, great video mate!
THE MWTHOS IN VIDEO IS BAKING.. POWER OF BAKE
😮😮😮😮😮😮
It's perfect!
mine never do correct loops ..
would love to see a tutorial on how to model this topology.
ME ALSO
@@phoenix2gaming346 its a Zbrush model. I see it a lot under dog topology on Google.
Amazing! Thanks for this tutorial but what if the model is not equally symmetrical?
Just use retopo on whole model than
@@josem.elizardo9427 gotta say im kinda lack of common sense most of the time. I get your point i think im gonna retopo all of it then will solve how to symmetry it later. Thank you very much for saving my life!
Very well done! Thank you Jose for this. How did you deal with UVs?
Thanks! I just did a simple flatten mapping with a higher threshold, than packing with the new concave packing method. It’s not perfect but I’m lazy ;-)
How do you do the smooth zooming like in Maya? Most max guys seem to use the mouse wheel and it’s super jerky then.
Ctrl+alt+middle mouse button press, move mouse
You can also set Max’s navigation to Maya mode in the preferences dialog.
ITS REALLY WORKED LOL THANK YOU DUDE
It's just awesome
lovely
and people says max has no future.
Lol this 3ds max retoloplogy tool made some users makes there head blown.
To be fair though, even blender had this implemented before Max.
@@ysomadbeats I dont think so. :)
im new here. Is this animation ready? This method is far too easy from manual retopology where you have to edit polygons on top of the hi poly yourself. What is the differences between them? Pros and cons? Thank you.
Clone, mirror, convert, and weld? Rather then applying a symmetry?
Symmetry didn’t work on this model. I went to Plan B.
I tried it with an STL file which I downloaded from the internet. It took a very long time to calculate and when it's done, the mesh topology stay the same. Is it only works for a high poly in .obj file ?
wait do you need to UV unwrap ???
Very nice tutorial man!!
Is possible to download this greyhoud? I really love it.
I used this model from turbosquid
www.turbosquid.com/3d-models/3d-greyhound-dog-vfx-zbrush-model-1450126
I”ve been trying this for a few days now and can’t get it to work right
I successfully uv mapped my low poly model but do I have to do it to the high poly model too?
I’ve made sure my setting in render match my settings in bake
Idk what I’m missing >_< I’ve tried all the resolution settings…
Hello. At the end the map seems to bake and I have the normal map but maybe I still need to apply it to the model? The low poly model has not changed at all. How can I apply the normal map so it looks high res? Thank you in advance!!
You need to connect the normal map to the normal input of the material applied to your model. If you’re using a Physical material you need to make sure the normal map is connected to a normal shader before connecting to the physical material. If youre using a PBR material, you can simply connect the normal map to the normal input (the PBR material has the the normal shader in its code already)
@@josem.elizardo9427 Perfect, thank you so much for the swift response.
Hay alguna opción para el control de loops? observo que la geometría se crea por donde quiere. Si no es el caso hay un paso previo para ordenar los polys?
Very nice Sir. Can you tell me which one is best software Maya or 3Ds max. I am confused about this.
Any chance that this retoro will do for future texturing/animation?
excellent tool, a query to each model you assign the same value to the face count in the first model you put 150000 but when cloning you put that same value then I have that doubt.
Try it yourself, let me know if you still have doubts :-)
@@josem.elizardo9427 I tried, when I assign the same value when cloning the mesh, it remains the same and does not reduce
Try deleting the retopo modifier and applying a new one with your desired poly count and compute. Should work
I dedicated my life to learn 3d max formeny years ago .but i was not lucky as neny reasons .
I can't find modifier retopolgy in 3ds max 2020
It’s only available for Max 2021. And it’s a separate install. You can locate the install within your account portal
works gj
only on 2021?
Retopology is available in every release since 2021
bruh u finna mind if i hit this griddy right quick??
?
@@josem.elizardo9427 The Griddy is a dance move, I think he is happy :D
How i get this modifyer in 3ds max 2022
It’s available for download in the Autodesk Desktop App where your Autodesk software is managed.
@@josem.elizardo9427 but iam useing a crack.. dose this cause a problem ! 🤔
Lol yes. Only available to subscribers ;-)
Are you from Autodesk?
Yes
but whats about the uws 😶🌫🫥🤕
Thank you for this! Super cool video! A+++