Nice tute. Question - would you retopo the whole model in one go like this? Or would you do each major form, for example the pec panels, and stitch together later? I assume you'd do it piece by piece.
Hi Roger... Great tips! thanks for sharing the mini tut :) Did you try Zsphere Retopology btw? I feel it's a lil bit more accurate/faster while redrawing topo + it snaps verts too ;)
@@FakeDelinquent I saw different button colors on different videos, and I thought it was a difference between zbrush versions. I didn't know you can change them as you wish.
That is just a concept/dirty sculpt. Normally after you are happy with what you have as a base you want to go in a finalize shapes to look clean and crisp. Not the only way to do it, but certainly a way that works 😉
@@RogerPerez3D Thanks. Btw is the edgeflow and shape of the faces important for the way the object moves and faces fold? I asked this before but someone said no. For eg when I sculpt over them I can see the squares and triangles. Isn’t there the odd time when it’s ok to connect all of the quads with a tri, in a small area? Might be worth a video if I’m taking so much time with my questions
you actually changed the look alot and when dealing with complex and multiple hard surface parts that should be connected and flow into each others edges this is disastrous !
i like these mini tutorials instead 8 hour series
Thanks so much for making this video, bro! I didn't know you could do all this without ever leaving Zbrush. Merry Christmas!
Fantastic. Nice and meaty tut. Lots of useful techniques to jump from. Thanks for sharing!
Very interested in the next steps. How you connect with other parts, and how prepare all model to unwrapping?
Yes, I hope to see him at the end of the video. This trick alone is meaningless.
Thank you dude, amazing way of cleaning up meshes in ZB
this feels like it would be nice to use compared to maya's quad draw (at least for characters).
Takes him a while to get to the meat of things but still appreciated
Dude, this is so so heapful! Cheers
2:35 is the most frustrating part about using the topology brush and really deters me from using the tool
Great demo. Thanks for sharing!
this is gold, thank you very much brother
After cleaning up the armors.What workflow do you use to merge all object(closing holes to avoid baking problems)
hope you to make more mini tutorial like that. thanks
Great technique bro!!!
it was helpful man Thankyou🙂
thank you its been 3 years. can you update us your current methods?
and when you want to paint it you get that model into substance painter and paint that low poly ?
Thank you, never knew that
Nice tutorial!
Great stuff! Thanks!
Awesome
Hello, I just discovered this channel, do you have plans to revive it?
just what i needed
Amazing dude! Thanks!
Why use support loops instead of creasing?
Support loops allow you to control the sharpness of the edge. Soft vs sharp
@@SlantEyedJoe75 You can do the same with creasing in zbrush simply adjusting a slider
does creasing hold any information when you uv it and then do hard vs. soft edges when baking
@@SlantEyedJoe75 You can export your high poly model created from the creased one and bake it on the low poly without any kind of issue
@@SlantEyedJoe75 Problem with creasing that if you export the mesh it can't read it unlike adding support loops
2022 - still useful, thank you!
Extremely useful, thanks)
Nice tute. Question - would you retopo the whole model in one go like this? Or would you do each major form, for example the pec panels, and stitch together later? I assume you'd do it piece by piece.
Normally piece by piece yes
Hi Roger... Great tips! thanks for sharing the mini tut :)
Did you try Zsphere Retopology btw?
I feel it's a lil bit more accurate/faster while redrawing topo + it snaps verts too ;)
awesome video thank you so much
Why are the buttons of your UI BLUE instead of orange?
You can change the look of the zBrush UI to your liking
@@RogerPerez3D it's just odd, I either see the default orange accents, or this exact same shade of blue. NO OTHER COLOR. CHANGES.
@@ScreamusI personally have mine set to a Barbie pink and teal, I mean why not do whatever colors you like
@@FakeDelinquent I saw different button colors on different videos, and I thought it was a difference between zbrush versions. I didn't know you can change them as you wish.
Why on earth are you tracing something that’s finished already? I only half understand topology cos people only explain it half-well
That is just a concept/dirty sculpt. Normally after you are happy with what you have as a base you want to go in a finalize shapes to look clean and crisp. Not the only way to do it, but certainly a way that works 😉
@@RogerPerez3D Thanks. Btw is the edgeflow and shape of the faces important for the way the object moves and faces fold?
I asked this before but someone said no. For eg when I sculpt over them I can see the squares and triangles. Isn’t there the odd time when it’s ok to connect all of the quads with a tri, in a small area?
Might be worth a video if I’m taking so much time with my questions
zzzzzzzzzzzzzzzzzzzzzzzzz
you actually changed the look alot
and when dealing with complex and multiple hard surface parts that should be connected and flow into each others edges this is disastrous !
Zzzz…
that way of retyppo is insainly bad. i hate everything Zbrush when it comes it zbrush retyppo, they have NEVER made a god way to reyppo. i
I agree, zbrush is not made for Retopo or UVs. At least not compared to other software packages.
highly disagree