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The retopo tools in Max are very good, and with most people using Zbrush nowadays, or Mudbox, they can be more valuable than ever. Many of them can be accessed in the rollouts of editable polygon objects, but most of them are unique to the ribbon.Ĭheck out the page at the attached link. Plus, if you're just starting in Max overall, then no doubt the Graphite ribbon can be scary, with all it's many features and buttons scattered across the top of your viewport. I personally avoided using the Graphite ribbon for a long time, and when I had to switch to Maya for two years, I avoided Max almost entirely, so these tools are like new to me. I know there's users out there that have familiarized themselves with these tools years ago, when they were introduced to Max 2010.
#Retopology 3ds max full
I made this course for absolute retopology beginners and no previous knowledge of 3dsMax is required.Came across this website today, and thought I'd share it, because it's packed full of excellent information about most of the tools in the Graphite ribbon / Freeform tab, especially the obscure, and intimidating PolyDraw and retopology tools. We will do all this steps again for a realistic hand too.
#Retopology 3ds max how to
Next will be, of course, making the UV unwrapping of the head, in which i will show you how to use Zbrush as a very good unwrapping tool. We will make a topology which is animation friendly and also include the inside of the mouth. When we are done with that we will export a realistic head from Zbrush, and import it in Max so we can start making it’s topology. When we finish, we will arrange all the pieces in a sqare texture space like a puzzle. We will then get familiar with the UV unwrapping capabilities embeded in 3dsMax, and we will start unwrapping the character piece by piece and checking our unwrap with a checker texture. As we go i will tell you how i do retopology and how i approach the problems when retopologizing. Then we will get familiar with the retopology tools and get some basic knowledge about 3d Max.Īfter that we will start the retopolology from the head and horns, and then going trough every separate pieces we have, like the arms, shoulders, cape and legs. We will see how to export meshes from Zbrush and import them in 3dsMax. Then we will decimate the high poly so we can import it in 3dsMax without too much performance issues. We will start in Zbrush, where we will spend some time to organize, merge and prepare the high poly meshes for export. = Some interesting random artistic stuff when we are doing something repetitive :)
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= Making good and useful UV map of a human head = Retopologizing a realistic head with loops in the right places ready for animation = Exporting a high poly realistic head from Zbrush and importing in 3dsMax = Hints and tips on efficient and quality unwrapping of a character = How to start the retopology of a character = Basics of 3dsMax, needed for retopology = Exporting your meshes from Zbrush and import them in 3dsMax = Preparing your mesh in Zbrush for export As a bonus i will show you how to retopologize and unwrap an animation ready realistic head with open mouth and also a realistic hand. We will then make it’s UVs, so he is ready for baking and texturing in Substance painter (whch we will do separately in the Substance painter course).
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Using the retopology and UV unwrap tools that come default with 3ds Max, we will retopologize a simple cartoon character. And for all of them i was using the style of retopologizing and UV mapping i will show you in this course. I have made numerous characters for numerous games. My name is Niko, and i am a 3D character artist for more than a decade now. You probably have always wondered, how to make your Zbrush models animation ready and prepare them for texturing? How to make this retopologizing step that everybody is talking about? How to make this jump from couple of million polygons to just a few thousand? All those questions, and more, will be answered in this course.