Holy hell, I just found your channel, man, and it will definitely boost my modelling skills. Love how you include lil tips and consider common mistakes, which could be tricky to solve if you're not too familiar with what you're doing. Good stuff man, appreciate it a lot!
Yooo great content man! I've been making some videos myself and its great to cross reference them with great talent/content like yours! Gold man, keep it coming!
Fantastic video! I have a question: Is it really okay to have that many triangles on a mesh? I often feel like using triangles like that but everyone says it will cause issues with deformations.
The decision around when to use tris versus quads depends on what the model will be used for. If the model it going to deform via animation or simulations its encouraged to use quads, but on a mesh that is going to be purposed for a static render or not intended to deform, triangles can be used to reduce the topology flow as there is no need for supporting loops. Triangles can cause shading issues when stretched or pinched.
Great video! I don't understand one thing: for a gaming purpose, if the character has a lot of objects such yours (body, armament, weapon and so on), it's suggested to merge all the things in Zbrush and then retopo as a single mesh in Maya, or retopo one by one?
It's best to keep them all seperated. Come onto our Discord with your specific need and we can show you. In general you want to have things is as many parts to have more options.
hi im very new to maya and retopology in the program in general, i have a problem with my polyplane/the retopo mesh disappearing when i try to isolate it with ctrl 1 or even just 1 face/poly being selected, what could be the problem? This happens when i go back /unhide/ not isolate the current mesh i want to retopo with.
Super cool workflow. Just a question though - I feel like the title might be misleading since you mention your "AAA Workflow" but then this is just a portfolio piece so you don't cover retopology with things like cloth dynamics and animation in mind. Do you have any tutorials that cover retopology this complex with those things in mind? It seems all the tutorial videos just work on a single subtool and you're the only one I found doing a whole complex character
Congrats bro! Amazing video... but... Could you explain what exactly the Transparency Algorithm / Depth Peeling is affecting the retopology? Why did you change this settings? Please! =)
Thank you! Sure, the Depth peeling allows for better transparency layers. So you can have two transparent objects overlaying without much issue. I use it to have a transparent HP and LP at the same. time. It helps with readability and ease of workflow. I've actually just completed a video where I go over this. It will be released soon. :)
@@3dmutiny Great! I was hoping this might help on retopologize very thin meshes. like a cloth with thickness, right? Man, the Maya doesn't handle this very well. Everytime Maya snaps a dot in another side of view this drive me crazy!
Ive looked at a lot of models over the years and it seems that maya is the only one that reproduces the even topology. Zbrush gets the job done but the flow and uniformity of the quads dont cut it half the time. The only other one i see thats good is blender subdivision modifier that doesnt require retopology when the modeling is done correctly.
Hi can I ask you your opinion about triangles? I see that you use the triangle to enanche the resolution on the drapery...why didn't you use the quad to do that? Is it useless? For a beginner is not easy understand when de triangles are acceptable rather than quads
Glad you asked! I have already made a video about it! :) Coming up soon In shorts. The games engine turns everything into triangles. Triangles are fine. However, we tend not to use them much around areas of deformation and animation. Quads are used heavily in sculpting software. In sculpting software we like quads so we can subdivide them.
@@3dmutiny I'm wondering if you could elaborate more. I'm just a little confused. I understand your not intending to using a cloth sim or anything but isn't this object still going to deform during animation? Its is a piece of clothing attached to the hip I figured it would have some kind of deformation. In which case I thought triangles were to be avoided in almost all circumstance. Regarding to all objects being triangulated in a game engine I thought that was the last step in the pipeline. hmm struggling on how to word this but, if the model is done in quads rigged an animated in quads then imported to an engine isn't the way its movement done differently cause the triangles are created after that information is already established? Where as if you triangulated the model then rigged an animated it the movement would be more janky because the triangles are created at that point. I literally have no idea if what I'm saying is true or right lol just the way I thought stuff worked, which is why I'm asking. Otherwise the only purpose I can see for quads is just to make it easier on the brain well actually constructing something if your not subdividing it. anyways. I'm a hard surface modeler so I've never really cared about topology in regards to characters, tris and ngons were whatever to me it was all in regards to the end result because it wouldn't deform and anything I had to deform was never complex enough where I struggled not using all quads. But I'm trying to branch out to characters now. Tried to model a hand with all quads and without creating those spiral loops that go all criss crossy was making me lose my mind. Anyway great content Subbed.
this is really useful and informative! Thank you!
감사합니다. 저도 몇년동안 해 오고 있는 작업이지만 다른사람이 직접 토폴로지를 하는 영상은 언제나 클릭하지 않고는 참을 수 없네요. 멋집니다.
Nice video, thank you. Also in layers I believe R means reference instead of rendered.
thanks you
Holy hell, I just found your channel, man, and it will definitely boost my modelling skills. Love how you include lil tips and consider common mistakes, which could be tricky to solve if you're not too familiar with what you're doing. Good stuff man, appreciate it a lot!
Welcome. That's great to hear. Come join the crew :D
Wish there was more stuff like this when we went to college. Enormous value to see how the entire process is done.
The Legend is back
Thanks
Great video, tks a bunch
My pleasure!
I find good topology beautiful :)
Yooo great content man! I've been making some videos myself and its great to cross reference them with great talent/content like yours! Gold man, keep it coming!
Fantastic video! I have a question: Is it really okay to have that many triangles on a mesh? I often feel like using triangles like that but everyone says it will cause issues with deformations.
The decision around when to use tris versus quads depends on what the model will be used for. If the model it going to deform via animation or simulations its encouraged to use quads, but on a mesh that is going to be purposed for a static render or not intended to deform, triangles can be used to reduce the topology flow as there is no need for supporting loops. Triangles can cause shading issues when stretched or pinched.
🎁Get a FREE Welcome Package🎁:
bit.ly/3DM_Welcome
🦜Join the Discord community🦜:
bit.ly/3D_Mutiny_Discord
Great video! I don't understand one thing: for a gaming purpose, if the character has a lot of objects such yours (body, armament, weapon and so on), it's suggested to merge all the things in Zbrush and then retopo as a single mesh in Maya, or retopo one by one?
It's best to keep them all seperated. Come onto our Discord with your specific need and we can show you. In general you want to have things is as many parts to have more options.
@@3dmutiny Thanks, I'll join!
hi im very new to maya and retopology in the program in general, i have a problem with my polyplane/the retopo mesh disappearing when i try to isolate it with ctrl 1 or even just 1 face/poly being selected, what could be the problem? This happens when i go back /unhide/ not isolate the current mesh i want to retopo with.
Super cool workflow. Just a question though - I feel like the title might be misleading since you mention your "AAA Workflow" but then this is just a portfolio piece so you don't cover retopology with things like cloth dynamics and animation in mind. Do you have any tutorials that cover retopology this complex with those things in mind? It seems all the tutorial videos just work on a single subtool and you're the only one I found doing a whole complex character
I'm working on a larger set of videos for a full character. What would you like to see more specifically?
Congrats bro! Amazing video... but... Could you explain what exactly the Transparency Algorithm / Depth Peeling is affecting the retopology? Why did you change this settings? Please! =)
Thank you!
Sure, the Depth peeling allows for better transparency layers. So you can have two transparent objects overlaying without much issue.
I use it to have a transparent HP and LP at the same. time. It helps with readability and ease of workflow.
I've actually just completed a video where I go over this. It will be released soon. :)
@@3dmutiny Great! I was hoping this might help on retopologize very thin meshes. like a cloth with thickness, right? Man, the Maya doesn't handle this very well. Everytime Maya snaps a dot in another side of view this drive me crazy!
Ive looked at a lot of models over the years and it seems that maya is the only one that reproduces the even topology. Zbrush gets the job done but the flow and uniformity of the quads dont cut it half the time. The only other one i see thats good is blender subdivision modifier that doesnt require retopology when the modeling is done correctly.
This is so interesting! Unfortunately, i cannot afford maya. XD But someday~ Saving this video for when I do get it XD
Invest in yourself my friend.
If not, you can use Blender in the meantime. Pretty transferable.
Missed the days when maya and max was free for students forever. I couldnt find my install exe from 2020. Must have deleted it.
Is it ok to use triangles for retopo?
Yup all quads get turned into triangles in the games engine anyway :)
Hi can I ask you your opinion about triangles? I see that you use the triangle to enanche the resolution on the drapery...why didn't you use the quad to do that? Is it useless? For a beginner is not easy understand when de triangles are acceptable rather than quads
Glad you asked! I have already made a video about it! :) Coming up soon
In shorts. The games engine turns everything into triangles.
Triangles are fine. However, we tend not to use them much around areas of deformation and animation.
Quads are used heavily in sculpting software. In sculpting software we like quads so we can subdivide them.
@@3dmutiny thx so much! All clear
@@3dmutiny I'm wondering if you could elaborate more. I'm just a little confused. I understand your not intending to using a cloth sim or anything but isn't this object still going to deform during animation? Its is a piece of clothing attached to the hip I figured it would have some kind of deformation. In which case I thought triangles were to be avoided in almost all circumstance.
Regarding to all objects being triangulated in a game engine I thought that was the last step in the pipeline. hmm struggling on how to word this but, if the model is done in quads rigged an animated in quads then imported to an engine isn't the way its movement done differently cause the triangles are created after that information is already established?
Where as if you triangulated the model then rigged an animated it the movement would be more janky because the triangles are created at that point. I literally have no idea if what I'm saying is true or right lol just the way I thought stuff worked, which is why I'm asking.
Otherwise the only purpose I can see for quads is just to make it easier on the brain well actually constructing something if your not subdividing it. anyways.
I'm a hard surface modeler so I've never really cared about topology in regards to characters, tris and ngons were whatever to me it was all in regards to the end result because it wouldn't deform and anything I had to deform was never complex enough where I struggled not using all quads. But I'm trying to branch out to characters now. Tried to model a hand with all quads and without creating those spiral loops that go all criss crossy was making me lose my mind.
Anyway great content Subbed.
in AAA games clothes have thickness or one sided. please comment 🙏
Usually one sided at a distance. Two Sided for a portfolio
@@3dmutiny Thanks for your valuable feedback
Where should I avoid triangles in retopology? You have used a lot in this video and its confusing.