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Absolute Beginners Retopology And Uv Unwrapping In 3Dsmax


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Absolute Beginners Retopology And Uv Unwrapping In 3Dsmax
Last updated 10/2020
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 10.34 GB | Duration: 9h 13m

Learn the secrets of retopologizing in 3dsMax


What you'll learn
In this course we will make the full character retopology in 3dsMax. We will learn how to export your high poly from Zbrush, put it in to 3dsMax and arrange polygons over it. We will also learn how to make a good, production ready retopo of the realistic human haead and hand. And also make all the UV unwrapping.

Requirements
You should want to put your Zbrush models in to a game engine or render them efficiently.

Description
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. My name is Niko, and i am a 3D character artist for more than a decade now. I have made numerous characters for numerous games. And for all of them i was using the style of retopologizing and UV mapping i will show you in this course. Using the retopology and UV unwrap tools that come default with 3ds Max, we will retopologize a simple cartoon character. 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). 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. In this course we will learn:Preparing your mesh in Zbrush for exportExporting your meshes from Zbrush and import them in 3dsMaxBaiscs of 3dsMax, needed for retopologyHow to start the retopology of a characterRetopologizing tricks and hintsBasics of 3dsMax UV unwrap Hints and tips on efficiant and quality unwraping of a characterExporting a high poly realistic head from Zbrush and importing in 3dsMaxRetopologizing a realistic head with loops in the right places ready for animationMaking good and useful UV map of a human headRetopology of a human handUV mapping of a human handSome interesting random artistic stuff when we are doing something repetitive :)We will start in Zbrush, where we will spend some time to organize, merge and prepare the high poly meshes for export. Then we will decimate the high poly so we can import it in 3dsMax without too much performance issues. We will see how to export meshes from Zbrush and import them in 3dsMax. Then we will get familiar with the retopology tools and get some basic knowledge about 3d Max. After 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. As we go i will tell you how i do retopology and how i approach the problems when retopologizing. 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. When we finish, we will arrange all the pieces in a sqare texture space like a puzzle. 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. We will make a topology which is animation friendly and also include the inside of the mouth. 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 do all this steps again for a realistic hand too. I made this course for absolute retopology beginners and no previous knowledge of 3dsMax is required. I made this course in 3dsMax, because i always made my retopologies and UV mapping there, i think it is a pretty good software for this purpose, and i am ready to prove it! So see you in the first video of the course!
Overview
Section 1: Course
Lecture 1 Introduction
Lecture 2 Preparing the model in Zbrush and exporting meshes for retopology
Lecture 3 Getting familiar with 3dsMax and starting retopology
Lecture 4 Retopologizing the horns
Lecture 5 Retopology of the head and symmetry
Lecture 6 Retopo the shoulders pt1
Lecture 7 Retopo the shoulders pt2
Lecture 8 Retopologizing the cape
Lecture 9 Retopologizing the arm
Lecture 10 Retopologizing the small cloth and traps armor
Lecture 11 Retopo of the chest armor
Lecture 12 Retopologizing the legs
Lecture 13 Retopo the knee armor and the sword
Lecture 14 Starting the UV unwrap
Lecture 15 UV mapping the shoulders and armor
Lecture 16 Unwrapping the arms and some Zbrush unwrap
Lecture 17 Finishing the Unwrap of the character
Lecture 18 Retopology of a realistic head pt1
Lecture 19 Retopology of the head pt2
Lecture 20 Finishing the head retopology
Lecture 21 Making the head UVs
Lecture 22 Using Zbursh to better unwrap the head
Lecture 23 Hand retopology in 3dsMax pt1
Lecture 24 Finish the retopo of the hand
Lecture 25 UV unwrapping of the hand
Lecture 26 Goodbye
People who want to learn retopology and UV unwrap for games.

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