PLEASE keep making Zbrush videos like this!! This video explained things as simply as quickly as possible...and we Zbrush/3D sculpting and Modeling newer users GREATLY NEED THESE SORTS OF VIDEOS!!
Hi, hart. As far as I know the Target Polygon counter slider defines approximately the final polygon count of a model in 1K steps. So 5 means there will be around 5K polygons after remeshing.
@@hartgameart Btw i'd love to see a video specifically on how you went from ZBrush to Unity3D in termos of retopology. Your models in Unity3D i'm guessing are flawless based on what i've seen in Crowfall.
Good video. I use polygroups to paint loop and areas where I want to have a nice edge loop then i keep group while remeshing organics topologies and it works very well
legacy zremesher works best with polygroups on organic surfaces and TWO options ON simultaneously - keepgroups and freezeborder. then you can repeat it playing with smoothgroups slider. it gives you very good topoflow, which is unreacheable with this new zremesher, which almost not working with polygroups on organic model
honestly, at some point i gave up on Zremesher, i feel like im way faster doing retopo manually with Zmodeler with edge extrude and move point with attraction. Maybe im biased becouse im doing hard surface and not organic stuff, but i still feel like doing retopo manually and then subdividing mesh and projecting details back from high poly model in organic model cases is better. On side note 3DS max currently have best hard surface auto retopology, its crazy, worth checking out.
Awesome break down! Found this while trying to explain Zremesh to someone. As Far as I know Freeze Border is intended to keep hold the shape of edges of non volume meshes if you were trying to line up separate pieces. For example it should be effecting the edges where you cut around his neck/shoulders. But I am not sure if it is a legacy feature that the new zremesh takes into account anyway. Also for keep groups I have noticed that 0 Smoothing tends to cause errors but setting to .1 or something pretty low it will usually do a lot better at keeping edges.
Informative video! Some of the things like Freeze Border and Freeze Groups, I never understood how to use them. Also what is the song names and artists at 5:25 & 9:05 ? Love the way they sound
I feel like my workflow is in a weird place in regards to UVs. I still do all my unwrapping in maya which is funny since it's really the only thing i'm still doing in maya on a consistent basis. If I didn't have access to maya through work I'm not sure what I would do though. I'd probably look at blender or maybe unfold3d which I've heard has similar tools to maya. Though for personal stuff that doesn't need as strict UV standards I think i'm going to start leaning on substance painters auto unwrap more since it does do a pretty good job. I even do use Zbrush's auto-unwrap sometimes but then I export to clean it up and repack in maya. I would love to see Zbrush do a major UV and Retopo update sometime in the future
Thank you, your expolanation and tutorials are so clear, efficient and not boring. Unlike A LOT of other ones. Thank you.
PLEASE keep making Zbrush videos like this!! This video explained things as simply as quickly as possible...and we Zbrush/3D sculpting and Modeling newer users GREATLY NEED THESE SORTS OF VIDEOS!!
Hi, hart. As far as I know the Target Polygon counter slider defines approximately the final polygon count of a model in 1K steps. So 5 means there will be around 5K polygons after remeshing.
you are killing it with these videos. Keep them coming!
Thank you Scott! The encouragment means a lot!
@@hartgameart Btw i'd love to see a video specifically on how you went from ZBrush to Unity3D in termos of retopology. Your models in Unity3D i'm guessing are flawless based on what i've seen in Crowfall.
A solid overview - subbed!
Good video. I use polygroups to paint loop and areas where I want to have a nice edge loop then i keep group while remeshing organics topologies and it works very well
Thanks for this video. By doing this do we still need to retopo the model or it can be animation ready?
Excellent explanation, the youtube algorithm will bring you all the subs eventually! Subbed instantly.
Appreciate it shahz!
legacy zremesher works best with polygroups on organic surfaces and TWO options ON simultaneously - keepgroups and freezeborder. then you can repeat it playing with smoothgroups slider. it gives you very good topoflow, which is unreacheable with this new zremesher, which almost not working with polygroups on organic model
Thank you for these great videos, you are such a good teacher
honestly, at some point i gave up on Zremesher, i feel like im way faster doing retopo manually with Zmodeler with edge extrude and move point with attraction. Maybe im biased becouse im doing hard surface and not organic stuff, but i still feel like doing retopo manually and then subdividing mesh and projecting details back from high poly model in organic model cases is better. On side note 3DS max currently have best hard surface auto retopology, its crazy, worth checking out.
best explenation better than the pixologic ones
Thank you for the video!
Keep the good stuff!
Regards from Brazil!
Thank you so much, this really made the menu a lot less intimidating as a beginner
That's awesome to hear! Glad it helped you out a bit
Awesome break down! Found this while trying to explain Zremesh to someone.
As Far as I know Freeze Border is intended to keep hold the shape of edges of non volume meshes if you were trying to line up separate pieces. For example it should be effecting the edges where you cut around his neck/shoulders. But I am not sure if it is a legacy feature that the new zremesh takes into account anyway.
Also for keep groups I have noticed that 0 Smoothing tends to cause errors but setting to .1 or something pretty low it will usually do a lot better at keeping edges.
Glad you liked it! That makes sense. Situations where your head mesh is a separate object from the body that would be very useful.
Thank you so much for this! Incredibly useful in my current project!
no problem glad it helps!
God bless you for this
it's so cool explanation
to understanding zremesher should be started from quadremesher then retopology in 3ds max and finally zremesher in zbrush
Hey Comrade! Thanks for the tips, I've already signed up...good luck and "This is the way" ! 🔥🔥🔥
Thank you and good vibes!
Just discovered your channel! Great video btw, keep up the good work!
Really good video, thanks for posting!
Good tutorial
Invaluable information!
Informative video! Some of the things like Freeze Border and Freeze Groups, I never understood how to use them. Also what is the song names and artists at 5:25 & 9:05 ? Love the way they sound
I wish you good luck, your channel is amazing .
Thank you so much! That’s really kind of you!
Thank you! you are the best!
Really nice tutorial ty!
very nice tutorial
thanks
This is so helpful!!!!
Thank you so muchhhhh
Why ZRemesher do not make Edge Loop even when I make the guidelines with ZRemesher Guides brush? Did you use the base mesh?
Awesome vid! You won a new subscriber haha
Thank you man! I appreciate it
Sublime
its the last refuge of people who cannot be arsed to retopologise by hand :)
Such a good video!
great tut. thanks
Thank you!
How do you handle character retopo and UV. Since they decided to forget about Peel UV, do you use other applications to finish the character pipeline?
I feel like my workflow is in a weird place in regards to UVs. I still do all my unwrapping in maya which is funny since it's really the only thing i'm still doing in maya on a consistent basis.
If I didn't have access to maya through work I'm not sure what I would do though. I'd probably look at blender or maybe unfold3d which I've heard has similar tools to maya. Though for personal stuff that doesn't need as strict UV standards I think i'm going to start leaning on substance painters auto unwrap more since it does do a pretty good job. I even do use Zbrush's auto-unwrap sometimes but then I export to clean it up and repack in maya. I would love to see Zbrush do a major UV and Retopo update sometime in the future
thank you so much bro.
"but I dont like BG music"
awesome video
music is too loud/distracting compared to your narrations though
Thanks def agree about the music. Will have to make an updated version at some point
What are the song names at 5:25 & 9:05
im just going to sub right away
3ds max retopo modify much better then zremesher. But anyway thank you for video.
bruh, what's this music? i need it lollz
Thank you!
Thank you!