How to Retopologize the Body in Maya

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  • เผยแพร่เมื่อ 28 พ.ค. 2018
  • In this Maya tutorial, we cover how to retopo a body using the retopo tools, such as quad draw. We recommend that you check out our other videos on retopo too, to get a foundation.
    Retopologizing a Head in Maya
    • How to Retopologize a ...
    Retopology for Beginners in Maya
    • Retopology for Beginne...
    We hope you enjoyed this tutorial! Make sure to follow us on our other social media to stay on top of what we do.
    Website - flippednormals.com/
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ความคิดเห็น • 209

  • @LuisSantanderArt
    @LuisSantanderArt 6 ปีที่แล้ว +29

    Over time I've come to really love the retopology process. It's equal parts puzzle solving and chaos-controlling. Love it when a really messy triangle-ridden mess of a mesh becomes a simple, beautiful and organized quad-based model.

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว +3

      Yes, it's incredibly satisfying and zen. It's one of the things I can just sit with for days.

  • @jackyll
    @jackyll 6 ปีที่แล้ว +55

    Your channel is a godsend for novice modelers like myself! Thank you guys.

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว +4

      Amazing! Thank you so much - means a lot to us

  • @BGold_Animation
    @BGold_Animation 6 ปีที่แล้ว +45

    And another rude request guys, you said something about muscle sims, please talk about that and more advanced rigging. I think those can be very interesting topics

  • @tobiasegeli
    @tobiasegeli 6 ปีที่แล้ว +15

    Love the "two guys tutorial thing" you are doing! makes it so much fluid and interesting. Keep it up!

  • @momon5858
    @momon5858 6 ปีที่แล้ว +9

    I find doing retopo to be the most challenging, both organic and hard surface. Please make more of these awesome videos

  • @chriscrowe11
    @chriscrowe11 ปีที่แล้ว +1

    These real-time videos are awesome, the casual conversation is really nice "filler" to have playing in the background as i'm working and following along

  • @douka3993
    @douka3993 6 ปีที่แล้ว +1

    love you guys! we greatly appreciate your efforts!!

  • @edwinter4816
    @edwinter4816 6 ปีที่แล้ว +3

    As always great content! You guys rock! ❤️🖥

  • @viniciusiutubiu
    @viniciusiutubiu 6 ปีที่แล้ว

    man.. amazing tutorial. Keep on doing this great work! Simple, clear, stick to the point! congratss

  • @h0muncul0us
    @h0muncul0us 6 ปีที่แล้ว

    well this helped a tonn.
    its sweet to listen to u guys..

  • @aletareid8494
    @aletareid8494 5 ปีที่แล้ว

    You guys are so wonderful and entertaining to watch. You make what I love to learn so much fun! Thank you so much for your videos, I really feel more prepared going into the professional world with your help!

  • @CVerse
    @CVerse 2 ปีที่แล้ว +3

    I think it’s safe to say for me that I’ve reached a point in my student career that I can just watch videos like this for hours, just suck up all this knowledge, and put it back into my work subconsciously

  • @gregmosher4287
    @gregmosher4287 5 ปีที่แล้ว

    I have always enjoyed listening to podcasts while I work. And I have to say listening to you guys while I work is fantastic.
    I totally did the John of Arc tutorial way back in 3D max 3.1 I very much remember the old days of learning 3D on the internet. It was quite a lot of spend a bunch of time on it, post it on a forum get feedback. Fun times!
    I work in games absolutely think that old school skills of proper topology and efficient geometry should really get more attention. I was never a teacher but I have certainly helped a lot of students improve their models over the year and SO often you see really simple issues. Top of the list is WAY too much geo way to early.
    Keep up the good work! I have been quite enjoying going back through your videos!

  • @nmlh2070
    @nmlh2070 ปีที่แล้ว

    TNice tutorials video really helped! Thank you ❤

  • @neko829
    @neko829 ปีที่แล้ว +1

    Great video! I loved the cheating part. Good to know that I'm not the only one struggling with hands and feet.

  • @cliffhton3199
    @cliffhton3199 6 ปีที่แล้ว

    Love this channel, you always upload the best tutorials! ¿What about one of how to use lights in internal and external scenarios!

  • @gherat
    @gherat 6 ปีที่แล้ว +1

    The little icon at the top of the viewport, the 24th icon, the rectangle with the arrow.. That's also isolate selected. When you do ctrl + 1 you'll see it change. It's handy to check if you did isolate selected in multiple viewports for instance.

  • @mikkelmelby
    @mikkelmelby 6 ปีที่แล้ว

    Wooow, loved smoothing after smooth! nice workflow

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      Yea, it's great, isnt it! It just looks so much better right away.

  • @kashvidz
    @kashvidz 6 ปีที่แล้ว

    ahhh I love you guys, I was searching for a nice retopo tuts and I got this notification

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว +1

      Fantastic, thank you! We have two more tutorials on doing retopo now, which you can find here:
      th-cam.com/video/9N4rG5qHWgk/w-d-xo.html
      th-cam.com/video/xpDWta5O3n8/w-d-xo.html

  • @Robinssoncravents
    @Robinssoncravents 5 ปีที่แล้ว

    You guys is amazing .... Blessings, True Blessings!

  • @peter7354
    @peter7354 7 หลายเดือนก่อน

    i hope i can pass my tomorrow retopology class with this!

  • @andresrosel821
    @andresrosel821 5 ปีที่แล้ว

    Great stuff!

  • @Tritoon710
    @Tritoon710 6 ปีที่แล้ว +1

    Thank you soooo much,
    Can you please talk about texel density, Thx

  • @michaelsulesky7221
    @michaelsulesky7221 6 ปีที่แล้ว +13

    could you guys doa vid talking about how to work muscle sim?

  • @nightdrmvideos
    @nightdrmvideos 6 ปีที่แล้ว

    Thanks for making this video helped a lot. Acutally answered a lot of questions I had.

  • @windlineage2884
    @windlineage2884 4 ปีที่แล้ว

    great explanation man

  • @watertribelife1280
    @watertribelife1280 4 ปีที่แล้ว

    It's really funny watching this current day and knowing they both make really dope blender tutorials now

  • @architgupta3d
    @architgupta3d 5 ปีที่แล้ว

    AMazing video, thanks a lot.
    Can you tell how exactly do you 'attach' the meshes you create separately?

  • @mikelelele7112
    @mikelelele7112 5 ปีที่แล้ว +1

    I know this is just a tutorial but I could actually watch this just for the entertainment aspect! :D

  • @copyright24
    @copyright24 ปีที่แล้ว

    Just watching this video now and I'm actually chuckling about Blender, indeed 5 years ago it was way more late but its current state is far better now. I'm using both and both are really good. Maya is still more present in the industry because it was more advanced faster

  • @LecheBR
    @LecheBR 6 ปีที่แล้ว

    Nice to learn that soft selection works with quad draw, never thought about it! PS: i think those leg's loops would be better if they were not kind of "twisted" (talking about the mesh flow)
    Love this channel :) I'm brazilian

  • @ulipr2411
    @ulipr2411 5 ปีที่แล้ว

    AMAZING TUT

  • @yannplays8572
    @yannplays8572 6 ปีที่แล้ว +11

    I'm begging you, make a video on realistic hair creation with xgen

  • @dominiquewhitfield7181
    @dominiquewhitfield7181 3 ปีที่แล้ว

    it's so crazy that you mentioned Joan of Arc tutorial, that's how I started my 3D modelling journey, hearing that alone, made everything so full circle for me, i love this channel

    • @FlippedNormals
      @FlippedNormals  3 ปีที่แล้ว +1

      Those were the days. It's always interesting hearing about other people who started there as well :)

  • @evanlane1690
    @evanlane1690 3 หลายเดือนก่อน

    "We'll see on Blender... I heard 2.8 is going to be great."
    This aged soooo well. ❤

  • @dariabonecrack5607
    @dariabonecrack5607 3 ปีที่แล้ว

    Making a new 3d character for animation and had a problem with topology lucky I found your video !,😃😃🤩

  • @BGold_Animation
    @BGold_Animation 6 ปีที่แล้ว

    Great retopo video! Please do a wing video, or just other retopo solutions for different situations in general. Love this channel

  • @ahmedjameel9295
    @ahmedjameel9295 6 ปีที่แล้ว

    Thank you guys you make everything easy for us thank you love you guys :) XD

  • @gugasuss
    @gugasuss 5 ปีที่แล้ว

    Amazing!! Tks bro!!

  • @rogerborelli1483
    @rogerborelli1483 6 ปีที่แล้ว

    Nice video, good job!

  • @GeorgeLikoudis
    @GeorgeLikoudis 6 ปีที่แล้ว

    Very nice video guys! Thanks a lot! Kinda quick question, maybe.. How did you fix that bad poly at 37:25? I'm asking because i have encountered similar issues.

  • @elvor8512
    @elvor8512 6 ปีที่แล้ว

    I like how these guys can look at tools through an objective lens instead of having the bias (sometimes even hate) a lot of people put in the comments.

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      We're really trying to keep it objective. The way we see it, they are just tools. Whatever gets the job done :)

  • @MondyTS
    @MondyTS 6 ปีที่แล้ว +1

    Guys i just recently started to use zbrush thanks to you and i made my first character. Now i'm retopologizing it. I'm new in this field because i studied Nuke and compositing and this is just a hobby so i don't know a lot of things. You said you can re-use a base mesh to retopo similar characters but i'm not entirely sure how, can you explain it quickly?
    You are awesome, i tried zbrush 4/5 years ago and i uninstalled it like 15 minutes in because i didn't understand its interface and now i created my first character in one week just with your videos

  • @jboon4175
    @jboon4175 4 ปีที่แล้ว

    My modeling has been on hold for so long, because I loathed the idea of retopologizing all that hard work on the base mesh, but your video has cleared the misunderstanding and made it really an exciting step.

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว

      Thats great! Good luck with your retopo :)

  • @StephenWebb1980
    @StephenWebb1980 6 ปีที่แล้ว

    I love retopology, as a game developer / 3D modeller working on projects where a scene might include 1000 animated characters, I love using maya to retopo, mudbox for baking normals to capture the high res model's details and transfer to low res retopo'd model - then in Unity3D make use of mesh baker (which groups multiple models and makes an atlas so only one set pass is needed for multiple different models, as only one material is needed per group of different characters which saves computationally...same goes for the normals, since most material types include diffuse, normal, specular, and detail maps in one material, an atlas for each map type still only uses one material - which means one set pass for all that map data). There are other tricks too like using an Entity Component System...so 1000 independent characters can easily become 50,000 without much loss computationally. 8)

  • @MexxyDragon
    @MexxyDragon 5 ปีที่แล้ว

    I realy like your videos, they are helping me a lot in college
    Can you guys made a video of retopology of hands and feets?

  • @bmas44
    @bmas44 5 ปีที่แล้ว

    please do a tutorial for joints and hands! I don't know if you've done face yet but that's been really tough for me

  • @RavageStudio
    @RavageStudio 6 ปีที่แล้ว

    could you make a video on how to reuse a hand retopology? like how to adapt it to the new mesh ?

  • @andresrosel821
    @andresrosel821 5 ปีที่แล้ว +3

    It'd be great if you did one for the hands (:

  • @DethMagnit666
    @DethMagnit666 6 ปีที่แล้ว +4

    I've actually got two projects in the works where I'm using two softwares for their retopology. One using Zbrush's Retopo tool and another with Maya's Quad Draw tool. Both have their merits.
    PS: Love what you guys do!

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว +1

      Thats great! They definitely both have merits, so it's important to know both.
      And thanks!

  • @debjanimukherjee7883
    @debjanimukherjee7883 3 ปีที่แล้ว

    Videos are Awesome! It will be helpful if you will provide the Sample Files too for practice purposes. Thank You! Greet from India!

  • @xalener
    @xalener 6 ปีที่แล้ว +1

    hooly shit
    when you guys talked about the joan of arc tutorial I had a nostalgia explosion

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว +1

      We felt the same :D Such a good one.

  • @JexTrex
    @JexTrex 4 ปีที่แล้ว

    Will this mesh will be good for rigging and animating?

  • @PoseidonArts
    @PoseidonArts 6 ปีที่แล้ว +1

    Not sure if you guys have considered it, but would you be willing to do little sculpting anatomy videos? I know I would benefit a lot from them, as I am sure many others would as well. 😀 Great vid guys!

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว +2

      We've very much considered it! It's a pretty time consuming course to do, but its on our radar.

  • @davidmonteiro6822
    @davidmonteiro6822 6 ปีที่แล้ว

    Great! Can you make a video on how you would go about using Mayas skinwrap to "retopo" a general base mesh into a specific different character mesh? i would love to see that

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      Youd actually use a tool called Wrap3 for that. It's so much better than anything you can do in Maya.

    • @davidmonteiro6822
      @davidmonteiro6822 6 ปีที่แล้ว

      FlippedNormals why don't you introduce us that tool?

  • @shayhawkin
    @shayhawkin 6 ปีที่แล้ว

    Great video! How would you guys retopo cloth like pants with many very big wrinkles? Would love to see.

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      Thanks! Really depends on how much sim you're doing. If it's heavily sim based, I'd avoid having major wrinkles in the cloth and let the sim do the work. If not, I'd just model them into the topology :)
      /H

  • @MR3DDev
    @MR3DDev 6 ปีที่แล้ว +3

    I have a big question for you guys. When you are teaching in your schools, do you focus more on "how to use this tool/software"? or the "why is this done this way regardless of the tool"? I am asking because my school always focused on "this is how you use Maya" or "this is how you bake in Substance" and I find that useless since there are tons of youtube videos on "how to use X tool"

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว +4

      Hey! It's a bit of most to be honest. You need to know how to use the tool, as otherwise you cant get anything done, and you also need to teach the underlying principles as they are incredibly important. Ideally I'd teach 70% fundamentals and 30% tools, but in reality we have to do more tool-based work due to time constraints.
      I also totally agree, most tool-videos can be done and put on TH-cam as they are straight forward. The hard part are the fundamentals and thats where you need feedback.
      /H

  • @Jeacom
    @Jeacom 5 ปีที่แล้ว

    I am quite used with blender, I can say with no doubt that wat makes blender faster isnt the tool itself, its just the shortcuts. they make retopology kinda frenetic.

  • @diogomachado9381
    @diogomachado9381 6 ปีที่แล้ว

    Very nice video!!! My retopo start to getting real slow after some time, do you guys know how to fix it?

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      Thanks!
      It's a really annoying issue, with no elegant fix unfortunately. I usually split my retopo into multiple parts as it just gets too slow if not. Another fix is to, well... not use maya, but that's not ideal as you need a whole different software.

  • @taufanaugusta8884
    @taufanaugusta8884 6 ปีที่แล้ว +7

    Well i don't mind.
    I uses Blender and watch most of your vids and i've learned a lot from it.

    • @pakman4600
      @pakman4600 5 ปีที่แล้ว

      Taufan Augusta you can use maya student version 😈

    • @SegaMegaLoh
      @SegaMegaLoh 5 ปีที่แล้ว

      @@pakman4600 But not for production?

  • @nanfredman1991
    @nanfredman1991 6 ปีที่แล้ว

    Regarding the "messy part" on the chest - I can see that you would want to remove the 3-pole. Is the other thing that you were looking at the 5-pole on part of the surface where the shape changes considerably and goes under the arm? I would think there would be a pole somewhere on the chest because of direction change, same as there is on the shoulder blade. But to clarify, it should not be in the crease where the shoulder would deform?

  • @xdzcollectionz
    @xdzcollectionz 7 หลายเดือนก่อน

    hello.. can you change the characters geometry after retopology!!!???

  • @tjbradley5261
    @tjbradley5261 5 ปีที่แล้ว

    Enjoyed the video! Would reto’ing in maya be the final step after all sculpting is final? If so would you just use displacement map to bring the details back for rendering and compositing!? Thanks again!!
    Just an Animator learning zbrush🤘🏾

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว +1

      Hey TJ! The steps are:
      - Sculpt
      - Retopo and UVs
      - Fixing projections, additional sculpting.
      - Export a displacement maps
      - Lighting and rendering.
      Hope this helps!

  • @charliepeppe
    @charliepeppe 3 ปีที่แล้ว

    Hey guys do I need to have a perfectly symmetrical mesh for retopologizing or I won’t be able to mirror it?

  • @jayachakkaravarthy
    @jayachakkaravarthy 6 ปีที่แล้ว

    Will you guys explain Reproject the detail to low poly mesh also in future lessons...

  • @damian_fgc
    @damian_fgc 6 ปีที่แล้ว

    By the way, using tab key with middle mouse button extends the loops. Just my two cents

  • @WholsShyShen
    @WholsShyShen 6 ปีที่แล้ว

    Hey guys, I was wondering if you usually use a tablet for Maya? If so, do you usually prefer to work in a smaller working area (higher tablet sensitivity) or use the default working area? Love your content and thanks in advance!

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว +1

      A bit of both actually! I prefer to switch it around, as I feel that's better for my wrist and hand due to the variation.
      /H

  • @Ultrakints
    @Ultrakints 4 ปีที่แล้ว

    I have a question, when I'm doing retopo, save my progress and close Maya I then have a hard time trying to get Quad Draw to work again the next time I load my model. I can see the quads I've made earlier, It just won't let me use quad draw no matter what. Is there anyway to solve this problem?

  • @bitblox3723
    @bitblox3723 6 ปีที่แล้ว

    Could you guys make a video on retopologizing the hands? :) Also, blender is definitely faster with modifiers like shrinkwrap, mirror, subdivision surface, makes for less clicks and easier visualization, It also feels like snapping is more accessible in blender as well.

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      We could! :) I'll add it to our list.
      Interesting hearing your thoughts on Blender. I need to try it out!
      /H

  • @Luwizart
    @Luwizart 6 ปีที่แล้ว +13

    blender got a retopo-flow, and it is faster as you said . Lol .....I love you guys

    • @eeromutka186
      @eeromutka186 6 ปีที่แล้ว +5

      or you could just zremesh it

    • @armsinmotion
      @armsinmotion 6 ปีที่แล้ว +1

      assuming it puts loops where you need them (even when you use guides sometimes its still weird)

    • @phosphorus2740
      @phosphorus2740 6 ปีที่แล้ว +2

      Retopoflow is absolutely useless because it can't be properly used with high density meshes (a warning message even pops in the retopoflow window). What's the point? But I guess we can't blame the plugin, it's blender's fault. This amateur piece of crap shits itself as soon as you go into edit mode with a mesh that doesn't even have 1 million polygons. Maya will take tons of polygons like a champ and allow you to export GPU caches to make it even smoother.
      When will you deluded blendlets ever learn?

    • @cyn5340
      @cyn5340 6 ปีที่แล้ว +3

      Phosphorus lol wow blame blender for just one fancy plugin that doesn’t work. That’s a little unfair don’t you think?

    • @wykapanyTata
      @wykapanyTata 5 ปีที่แล้ว +1

      @Phosphorus Actually why You want go in edit mode with mesh that has 1 million polys? To add loopcut? Also in this video they're not doing retopo over full density mesh.

  • @IfthiAli
    @IfthiAli 6 ปีที่แล้ว +1

    I kind of wish you used a conventional body for the tutorial, but it's still a great tutorial as always.

  • @Ironpants57
    @Ironpants57 6 ปีที่แล้ว

    How often do you guys have to retopologize a pre-forearm-twist?
    - Some humanoid models has forearms with topology twisting from the elbow to the wrist. I'm guessing because the palms are facing down and it would need to be calculated for muscle flow.

  • @ganagz
    @ganagz 5 ปีที่แล้ว

    Hey guys, for some reason, I cannot activate symmetry while retopologizing. So I decided to proceed one one side. Is there a way to duplicate my progress on the other side? Or better yet, how do i activate symmetry? Thanks!

  • @JeffydimWitt2nd
    @JeffydimWitt2nd 6 ปีที่แล้ว

    Is there a situation that you would benefit from using a cylinder and shrinkwrap the legs/arms instead of quad drawing? it covers a large area quickly, similar to "tubes" in topo gun.

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      You can totally do that too :) It's a good way of quickly doing arms and legs.

  • @Giogiogio4
    @Giogiogio4 6 ปีที่แล้ว

    How do you use a "base mesh"? Do you start by sculpting on it. Then re projecting the sculpt to the basemesh? Does this reproject keep the UVs and such? Then subdivide the new projected mesh and sculpt on that on higher levels?

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      Hey! If you're doing a fairly generic character, like a human, you can start with a base mesh and then just sculpt on it. Once youre doing with the sculpting, you just export out the lowest level from ZBrush and use that for rigging. This obviously only works if you you dont have a crazy amount of changes from the original mesh. if you have a regular human mesh and you're adding wings or horns, you'll have to retopo those parts.

    • @josephbrandenburg4373
      @josephbrandenburg4373 6 ปีที่แล้ว

      What you're describing sounds like Multiresolution to me. Having used Blender, it is possible to do what you say. I can't speak to any other software. Of course, you can't have dynamic topology of any kind if you want to keep vertex data (like UVs).

  • @bigboomer1013
    @bigboomer1013 3 ปีที่แล้ว

    Could you disable subdivision? And can you project all the details like in zbrush and bake normal maps from the high rez to the low poly? In zbrush, I like how you can reproject the details or make the low poly model look more accurate to the high poly model even if the high poly model isn't detailed at all. When I use blender, the shrink wrap is horrible. apply it while you have subdivision modifier on and it don't look accurate at all to how I want it to look when smooth. It would always look more skinny or smaller. While for zbrush, the low poly model can have as much subdivisions at it want to be able to reproject and it will make the model look exactly how i want it to be and I can pose it without having to worry about the topology trying to stick to the model. That way my model will look exactly like my high poly model without looking so skinny or smaller whenever I have subdivisions on. I wish blender could do something about that because unless i apply subdivision surface to my model and then apply shrink wrap, the shape will always look different after applying shrink wrap if I do that first.time I do NOT want to add too much topology on my model as it will be harder for me to weight paint.
    Another thing I like from zbrush is how while you have the subdivisions on, you can then sculpt on details on your low poly model and create normal maps from that one subtool as long as it has more than one subdivision.
    I wish blender has the same thing because having to do all the tedious work with having both models selected and baking then but then not working because the distance is too far or something.
    I'm thinking of getting Maya and I'm wondering if the projection and sculpting and baking works about the same way.
    I could of done the same thing on zbrush if i love it so much, but creating the UV maps is a pain because creating the seams is no where close to how Maya or blender does it by selecting the verticies. Zbrush tries to generate them and to make the seams you have to paint them and hope that it generates it properly based off where I painted it.

  • @boulaawny4420
    @boulaawny4420 5 ปีที่แล้ว

    What about creating characters in Zbrush using SculptrisPro mode then retopologize in Maya for Uving !?

  • @PhuongNguyen-vu1fv
    @PhuongNguyen-vu1fv 5 ปีที่แล้ว

    What is your computer configuration ?

  • @neobatalla137
    @neobatalla137 4 ปีที่แล้ว

    how to make it color blue?

  • @shekhrussel6304
    @shekhrussel6304 4 ปีที่แล้ว

    my qstn after retopology what u do to get back all the details back onto your low res model... is that only baking high res model onto low res by creating normal map or it is by taking ur low res model in zbrush and reproject it but after that still having very high poly of that low res model bcz of dividing it couple of times.. so what's the solution plz tell me...

  • @kv7164
    @kv7164 5 ปีที่แล้ว +1

    Blender 2.8 is fkin awesome :P

  • @jjcaratino
    @jjcaratino 5 ปีที่แล้ว

    Some times, is so hard select some vertices, rotate rotate and try againg and nothing

  • @zapyray3371
    @zapyray3371 3 ปีที่แล้ว

    Is this mesh available for free ??
    I just have the head from retopoflow course :P

  • @PiNPOiNT2K
    @PiNPOiNT2K 6 ปีที่แล้ว

    A super handy trick is to use maya's alembic cache to make a GPU cache of the high res, then retopo on that.

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      Ah, thats interesting! Havent thought about this before. Is this better for performance?

    • @PiNPOiNT2K
      @PiNPOiNT2K 6 ปีที่แล้ว

      yeah super great. Select the high res mesh, goto Cache -> GPU cache -> export selection option box. Then pick "current frame" and whatever other options you might want. Then you can delete it from your scene, and bring back the cached version via Cache -> GPU Cache -> import

  • @JettzCG
    @JettzCG 6 ปีที่แล้ว

    Hey guys, say you had a character that's as toned as the current spider-man, would you make a loop boarder around his biceps, hamstrings, traps etc. or is it not worth it? just want a reference. Love the vids.

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      Hey! It really depends on how much sim you're going to be doing. The more sim-heavy, the more even you want your topology to be. If you define too much in topology, you already have muscles baked into it, making the sim a lot harder to use.

    • @JettzCG
      @JettzCG 6 ปีที่แล้ว

      Ooooooh, so that's how it works!? I though you'd need to cater the topology to the muscle sim by defining the muscles for deformation. But instead, it's better to leave it to do its thing? So I should have a simple 'cylinder' running down the arm (like in this video) for a sim heavy rig?

  • @Andrea_404
    @Andrea_404 4 ปีที่แล้ว +7

    "I think nails are separate."
    "Yeah, you can pull them off."
    :D

  • @aleph-tav
    @aleph-tav 5 ปีที่แล้ว

    Is 3DCoat better at Retopo with all the tools? Maya feels like it's limited with only the qua-draw tool. Maya snaps through the surface a lot it seems.

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว +1

      We dont have a lot of experience with 3DCoat, but it looks great! One of the advantages of Maya is that everything is in one package, so if you need to do regular poly modeling (which you often do) it's right there.

  • @eeveemikat
    @eeveemikat 6 ปีที่แล้ว

    Glad you're doing a tutorial on this but what about wrap 3d

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      Do you mean how does wrap3 compare to to manual retopo?

    • @eeveemikat
      @eeveemikat 6 ปีที่แล้ว

      FlippedNormals I mean is it used production and is it good enough

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      We use Wrap a lot in production and it's fantastic. It's very easy to learn and produces great results.

    • @eeveemikat
      @eeveemikat 6 ปีที่แล้ว

      FlippedNormals thank you

  • @chrismurdy6807
    @chrismurdy6807 5 ปีที่แล้ว

    Im having trouble exporting the reto mesh into Zbrush. It keeps exporting both the new reto and the detailed mesh I used to retopologize. How can I just export the new mesh?

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว +1

      If you go to File- Export Selection with only the retopo selected, it should work

  • @softic3d836
    @softic3d836 6 ปีที่แล้ว

    I find retopo to be really relaxing. It's as you said, kinda like solving a puzzle. I'm curious how many people find it relaxing compared to how many find it boring/annoying. Who's the majority from your experience?

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว +1

      I think most people really find it to be a pretty zen experience. For me, it really is. Not incredibly hard, just something you can fiddle with for ages.
      /H

  • @quockhanhlk
    @quockhanhlk 6 ปีที่แล้ว +1

    hi, thanks for the very informative video, im a novice modeller and ive learned a lot from it ! i have a question if you dont mind, when you said you reuse a premade hand model with good topology on a new highpoly mesh, how exactly do you do that, what if the new highpoly hand's proportion difference is really noticable, through a shrink wrap modifier of some kind ?

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      Great question! :) We'd then be using a tool called Wrap3. It's amazing:
      www.russian3dscanner.com/

    • @josephbrandenburg4373
      @josephbrandenburg4373 6 ปีที่แล้ว

      When I have a good mesh I want to reuse with different proportions, I chop it into pieces and use the component parts to build the new model. You can just add more loops in the areas that are empty, or cut a few loops out if it's too big.

  • @alvinbotta2943
    @alvinbotta2943 6 ปีที่แล้ว

    Can you mould from mudbox to maya and show us the same and how do u get back the fine details.

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      We probably wont do it with Mudbox, but we're planning on doing one with ZBrush. The workflow goes like this:
      - Concept sculpt
      - Retopology
      - Reproject the concept sculpt onto the retopo
      - Extract a displacement map from ZBrush

    • @alvinbotta2943
      @alvinbotta2943 6 ปีที่แล้ว

      FlippedNormals Thanks for the concept..it also helps in one way. Good job so far

  • @nikkytae
    @nikkytae 6 ปีที่แล้ว

    speaking of poly modelling in 20:00, is poly modelling for characters outdated now or is it better to be able to sculpt then retopo in this day and age?

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      Yes! That's definitely the way you do it today. Poly modeling is extremely time consuming. It's a great exercise though, but you wouldnt do it for production.

    • @nikkytae
      @nikkytae 6 ปีที่แล้ว

      ahhh, i see... thanks man. i guess i'll have to move to sculpting then haha. >__

  • @tarakatanchi8490
    @tarakatanchi8490 6 ปีที่แล้ว

    Hi can u please show how to retopology a hand please

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      We're doing a full series where we'll show how to retopo a full body, including a hand :)

  • @gillpanda
    @gillpanda 5 ปีที่แล้ว

    I really liked watching these. But I was wondering if you guys could lease show us the proper way to retopo a cute animal muzzle please? Like no one ever makes good videos about that. They are a little hard to approach.

  • @RodrigoBadin
    @RodrigoBadin 6 ปีที่แล้ว

    Do you have any tutorial on retopo with 3dcoat?

    • @FlippedNormals
      @FlippedNormals  6 ปีที่แล้ว

      Unfortunately not, we havent used 3D-Coat a lot.

    • @RodrigoBadin
      @RodrigoBadin 6 ปีที่แล้ว

      No problem, you guys rock!

    • @3d_pablo
      @3d_pablo 6 ปีที่แล้ว +1

      hey, retopo in 3d coat is super simple. you can prob find a video on here showing you how.

  • @Yushataram
    @Yushataram 5 ปีที่แล้ว

    can we do zremesh first then retopo

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว

      You can, but it's better to decimate it instead of zremesh.

    • @radenzito
      @radenzito 5 ปีที่แล้ว

      Decimate just go back in subdivisions, maintaining the topology of the mesh, but with less poligon density. Zremesher creates a new whole topology, and try to project the original mesh to this new topology. This tools work completely different, so you must use each one depending on your project needs

  • @magnusfrodin6477
    @magnusfrodin6477 3 ปีที่แล้ว

    Sorry for necroposting but sometimes when I keep adding quads, some of the points/vertices become unselectable. For some reason when I hover over them I just can't click and manipulate them in any way in quad draw mode. Found 0 results when googling and it happens a lot. Anyone knows what causes this and how to fix it?

  • @mrexpendable1232
    @mrexpendable1232 6 ปีที่แล้ว

    Hey guys, wanted to request a video on base meshes and some tips for going about it. What's important to include, what's not so important. I know you can pick up a bunch of free bases meshes, but that feels a bit like cheating

  • @funchidor
    @funchidor 3 ปีที่แล้ว

    how to hide the body rest??!