You probably have always wondered, how to make your ZBrush models animation ready and prepared to be 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 export.
- Exporting your meshes from ZBrush and import them in 3dsMax.
- Baiscs of 3dsMax, needed for retopology.
- How to start the retopology of a character.
- Retopologizing tricks and hints.
- Basics of 3dsMax UV unwrap.
- Hints and tips on efficiant and quality unwraping of a character.
- Exporting a high poly realistic head from ZBrush and importing in 3dsMax.
- Retopologizing a realistic head with loops in the right places ready for animation.
- Making good and useful UV map of a human head.
- Retopology of a human hand.
- UV mapping of a human hand.
- Some interesting random artistic stuff when we are doing something repetitive.
I made this course for absolute retopology beginners and no previous knowledge of 3ds Max is required. I made this course in 3ds Max, 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!
9 hours of content in 25gb. The videos are very big, because of the cosntant moving of the object when retopologizing.