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Absolute Beginners Retopology and UV unwrapping in 3dsMax

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NIkolay Naydenov

9:14:11

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  • 1 - Introduction.mp4
    11:17
  • 1 - Project-files.zip
  • 2 - Preparing the model in Zbrush and exporting meshes for retopology.mp4
    25:11
  • 3 - Getting familiar with 3dsMax and starting retopology.mp4
    24:03
  • 4 - Retopologizing the horns.mp4
    24:08
  • 5 - Retopology of the head and symmetry.mp4
    22:28
  • 6 - Retopo the shoulders pt1.mp4
    21:07
  • 7 - Retopo the shoulders pt2.mp4
    21:17
  • 8 - Retopologizing the cape.mp4
    23:29
  • 9 - Retopologizing the arm.mp4
    22:06
  • 10 - Retopologizing the small cloth and traps armor.mp4
    21:16
  • 11 - Retopo of the chest armor.mp4
    21:42
  • 12 - Retopologizing the legs.mp4
    22:42
  • 13 - Retopo the knee armor and the sword.mp4
    27:12
  • 14 - Starting the UV unwrap.mp4
    25:38
  • 15 - UV mapping the shoulders and armor.mp4
    22:34
  • 16 - Unwrapping the arms and some Zbrush unwrap.mp4
    20:43
  • 17 - Finishing the Unwrap of the character.mp4
    30:14
  • 18 - Retopology of a realistic head pt1.mp4
    23:59
  • 19 - Retopology of the head pt2.mp4
    23:13
  • 20 - Finishing the head retopology.mp4
    26:10
  • 21 - Making the head UVs.mp4
    22:07
  • 22 - Using Zbursh to better unwrap the head.mp4
    08:08
  • 23 - Hand retopology in 3dsMax pt1.mp4
    23:15
  • 24 - Finish the retopo of the hand.mp4
    20:43
  • 25 - UV unwrapping of the hand.mp4
    15:12
  • 26 - Goodbye.mp4
    04:17
  • Description


    Learn the secrets of retopologizing in 3dsMax

    What You'll Learn?


    • In this course we will make the full character retopology in 3dsMax. We will learn how to export your high poly from Zbrush, put it in to 3dsMax and arrange polygons over it. We will also learn how to make a good, production ready retopo of the realistic human haead and hand. And also make all the UV unwrapping.

    Who is this for?


  • People who want to learn retopology and UV unwrap for games.
  • What You Need to Know?


  • You should want to put your Zbrush models in to a game engine or render them efficiently.
  • More details


    Description

    You probably have always wondered, how to make your Zbrush models animation ready and prepare them for 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 :)



    We will start in Zbrush, where we will spend some time to organize, merge and prepare the high poly meshes for export. Then we will decimate the high poly so we can import it in 3dsMax without too much performance issues. We will see how to export meshes from Zbrush and import them in 3dsMax. Then we will get familiar with the retopology tools and get some basic knowledge about 3d Max.


    After that we will start the retopolology from the head and horns, and then going trough every separate pieces we have, like the arms, shoulders, cape and legs. As we go i will tell you how i do retopology and how i approach the problems when retopologizing.

    We will then get familiar with the UV unwrapping capabilities embeded in 3dsMax, and we will start unwrapping the character piece by piece and checking our unwrap with a checker texture. When we finish, we will arrange all the pieces in a sqare texture space like a puzzle.


    When we are done with that we will export a realistic head from Zbrush, and import it in Max so we can start making it's topology. We will make a topology which is animation friendly and also include the inside of the mouth. Next will be, of course, making the UV unwrapping of the head, in which i will show you how to use Zbrush as a very good unwrapping tool. We will do all this steps again for a realistic hand too.



    I made this course for absolute retopology beginners and no previous knowledge of 3dsMax is required. I made this course in 3dsMax, 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!

    Who this course is for:

    • People who want to learn retopology and UV unwrap for games.

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    NIkolay Naydenov
    NIkolay Naydenov
    Instructor's Courses
    I have interest in arts since i was a very little kid. I was drawing all the time at school and at home. I was barely going out to play with the other kids, and later to go to night clubs. Drawing and books were my passions. Later i became a Graphic Designer and now i am 3D character artist at Gameloft from 2009 till present days. When i discovered Zbrush it was like a revelation for me. What freedom it gives you to do whatever you want. I love this program.   Zbrush for me is like Notepad, i feel super comfortable in it and i love using it professional and freely at home to do some imaginative creatures. I love to teach people and watch them grow their skills.
    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 26
    • duration 9:14:11
    • English subtitles has
    • Release Date 2024/04/29