I've updated my free model of the bag, it had a tiny topology error that I fixed, head over to Description and download the RRam_Fabric_Bag_1.max version
That's pretty much how I do manual retopology too! Mainly after sculpting in Zbrush if its topology is not good enough or from 3D scans provided to me. I'd love to see your tutorial about photogrammetry, wanted to try it for a while now and your take on it would be really valuable. Thank you!
Yup, I retopo this way all the time. This is also a nice way to model base mesh for character clothing/costume and etc. It's almost like cheating. Btw in your example you could've used Retopo modifier to bring down the detail and make the extend/comfort less laggy.
terrain is never going to be animated and can be a simple grid so mesh projection or even draping seems like an easier solution. Typically you need precise edge flow for character animation or your asset has undercuts so retopo is the only way. it’s def not a one size fits all bc it can be a big waste of time.
Thank you so much for the information! I also find retopology relaxing but unfortunately I don´t do it as much as I wanted to. I like to use the Blender for retopology cause it has this free plugin RetopoFlow and it´s really easy to use, one thing I like is that you can just draw a line and you have all the vertices for that area, you could do this bag within a few seconds.
Excellent video, and incredibly well detailed, thank you! However, I think you might have a slight scale issue with your model, since the RenderRam bag of tricks(TM) should be a fair bit larger, based on the amount of useful stuff you drop on this channel! :D
I always use for this kind of stuff free plugin called WrapIT made by Matt Clark. It's better and quicker than built in conform tool in max. It super dope.
Is it possible to combine auto retopology and this ninja technique of yours? For example, first auto retopology and then extend and conform on the autoretopogy object.
Would also be good to discuss when you don’t need to retopo bc it can be a big waste of time - the technical howto in max is ok but in school we also learn when to invest in the effort. Also edge flow - you shouldn’t willynilly your polygons.
Of course some things don't need perfect mesh, I specialize in product renderings, so all my hero objects must have a good topology. A lot of times when I have a far away object, I'll create a super primitive object and just slap a texture on it and call it a day. But in general the more in focus the object is, the more you need to watch out how your mesh looks like
As a max user of 23 years I usually try and find a quicker way ….even if it means spending money on scripts. I am in no way against this method …..and also I have no affiliation with Polycloth but it’s much easier to just model cloth objects using Polycloth or sometimes just Max’s default cloth tools.
Sure there are faster ways to do a bag for example, I generally wanted to show a retopology process, it can be anything, sofa, toys, pretty much anything you scan etc... Bag was a quick example :)
I'm genuinely surprised that you managed to load such a highpoly model into Max. Not sure if it is because computers become so powerful these days or maybe Max received some treatments recently...
I've updated my free model of the bag, it had a tiny topology error that I fixed, head over to Description and download the RRam_Fabric_Bag_1.max version
That's pretty much how I do manual retopology too! Mainly after sculpting in Zbrush if its topology is not good enough or from 3D scans provided to me.
I'd love to see your tutorial about photogrammetry, wanted to try it for a while now and your take on it would be really valuable. Thank you!
Yup, I retopo this way all the time. This is also a nice way to model base mesh for character clothing/costume and etc. It's almost like cheating.
Btw in your example you could've used Retopo modifier to bring down the detail and make the extend/comfort less laggy.
That's a nice tip! Thanks!!
Amazing. I always suffer from the terrain clients send, well... those days are over. Thank you for those amazing videos!!! Pure Gold!
For terrain the conform modifier is perfect
terrain is never going to be animated and can be a simple grid so mesh projection or even draping seems like an easier solution. Typically you need precise edge flow for character animation or your asset has undercuts so retopo is the only way. it’s def not a one size fits all bc it can be a big waste of time.
İnformation you give to us is outstanding. TY !!!
Exemplary, as usual. Fab!
That is a mighty fine workstation you got there Vjeko, ha ;) As usual, great content man!
I had a cool Slovenian link for that!
thank you !! amazing demonstration.
Thank you so much for the information! I also find retopology relaxing but unfortunately I don´t do it as much as I wanted to. I like to use the Blender for retopology cause it has this free plugin RetopoFlow and it´s really easy to use, one thing I like is that you can just draw a line and you have all the vertices for that area, you could do this bag within a few seconds.
That feature is also available in max (freeform topology). its a neat trick
Awesome! Thank you.
Great tutorial, please make the 3d scan video❤❤
Coming soon!
love your work bro
Live forever, learn forever......10:38 🤯
Thank you so much for video!!!
awesome video man!
This incredibly cool!!! Thanks for the tip!!!😍
thx for the video RenderRam !! ❤
always you comes up with new stuffs ! ❤
i have a doubt,
what if we draw a large plane then use the conform tool ?
Thank you!
For your doubt, it really depends on the scenario, if you have a relatively flat object, it definitely is a way to go
Don't mesh with me, I know retopology! :P
Great video, as always!
Excellent video, and incredibly well detailed, thank you! However, I think you might have a slight scale issue with your model, since the RenderRam bag of tricks(TM) should be a fair bit larger, based on the amount of useful stuff you drop on this channel! :D
That's why I had to clone it! ☝️
I always use for this kind of stuff free plugin called WrapIT made by Matt Clark. It's better and quicker than built in conform tool in max. It super dope.
oh damn, didn't know about this one! :O Will give it a spin for sure! Thanks!
awesome!
Great tutorial. How about texturing a retopo'd model from the scan?
Will cover that in my next tutorial Reality Capture workflow for retopo!
@@RenderRam awesome!
u can bake texture
Great workflow ! Is it any chance to have model of bag in max 2023 version ?
hey, thank you! Check the description again, I've added max versions from 2021 to 2024
@@RenderRam Got it ! Thank you very much !
im on love with you AND YORU FUCKING AWESOME CONTENT.
Is it possible to combine auto retopology and this ninja technique of yours? For example, first auto retopology and then extend and conform on the autoretopogy object.
Of course! Use anything you want.
Would also be good to discuss when you don’t need to retopo bc it can be a big waste of time - the technical howto in max is ok but in school we also learn when to invest in the effort. Also edge flow - you shouldn’t willynilly your polygons.
Of course some things don't need perfect mesh, I specialize in product renderings, so all my hero objects must have a good topology.
A lot of times when I have a far away object, I'll create a super primitive object and just slap a texture on it and call it a day. But in general the more in focus the object is, the more you need to watch out how your mesh looks like
As a max user of 23 years I usually try and find a quicker way ….even if it means spending money on scripts.
I am in no way against this method …..and also I have no affiliation with Polycloth but it’s much easier to just model cloth objects using Polycloth or sometimes just Max’s default cloth tools.
Sure there are faster ways to do a bag for example, I generally wanted to show a retopology process, it can be anything, sofa, toys, pretty much anything you scan etc...
Bag was a quick example :)
I'm genuinely surprised that you managed to load such a highpoly model into Max. Not sure if it is because computers become so powerful these days or maybe Max received some treatments recently...
Worked a few months ago with a 80mil poly object, and it was not that bad to be honest