035 ZBrush 2021 ZModeler Edge Extrude Retopology Techniques
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- čas přidán 6. 09. 2024
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The new retopology functionality feels like fighting with the tool.
I think thats the zbrush slogan lol
hahaha i love zbrush but yeah somtimes im like wtf am i doing here.
XD they are invenying the wheel for the second time xD
@Ezequiel Bowen both of you are bots
@@minimalappeal Really? its like the most intuitive program
no matter how long I left the channel, every time I come back, always learn something new!! thank you God MP
I love zbrush and use it in production every day, but this must be the most exotic retopology workflow ever. Fantastic video though
This is fantastic! I hate moving my models across different 3d programs so this actually changes that! Thanks for the tutorial!!
Zbrush just likes to make things complex for no apparant reason. Really one of these days there will be a valid competitor that takes away all the unneeded fluff, have a decent UI and I will switch in a heartbeat.
Yeah....
Users : we want this and this
Pixologic: how about some usless crap? XD
Super! Zbrush devs are keep adding in new features all the time and leaving all the old tools in too, which is cool, but we're overwhelmed by so many options-tools for the same job.
If it's overwhelming i suggest customizing the UI and simply remove functions you don't use.
It's about perfecting your own process, if you use it on a daily basis you should have your habits and custom ui, take what you need and leave the rest :)
Hmmm. good point. Yup I must limit myself because Zbrush is a big chunk for me.
@@saschasteenaart7589 Even better, have different UI layouts for different tasks, I have one for working with zspheres another for hardsurface, one for sculpting and another for detailing and painting,. Organisation is the key for a speedy workflow.
sir. you are my teacher. really really thank you. from korea.
The smooth brush doesn't work at all with the cloth projection, that should be fixed, every time it was tried in this demo, it did nothing. It works better if you turn off Dynamics, then smooth and then use the normal projection button. The edge extrude should be able to bridge between edge loops. The topology brush should work on a separate subtool, just like Zmodeler so you don't have to be jumping back and forth so much. It should also be able to fill a tube by drawing a few edge loops around an arm, then a line connecting them all. IMM for inserting patches is cool, but again it should work on separate subtools like cloth. ZRemesher should be able to work to fill gaps in an existing mesh, so you only make the main loops, then let it fill in the rest. The improvements make retopology in Zbrush better but there are a lot of little things that could make it even more so. I still feel like 3Dcoat has the best of all retopology tools. Even with these cloth and projection options in Zbrush, 3Dcoat is still faster and easier to work with for my regular tasks. I use them all though, using the best tools from whichever app has it, but that is also how I can feel the difference.
How about 1. Initialise a 2x2 plane in front of (and parallel to) forehead 2. Matchmaker brush it onto surface 3. Edge extrude away
the main problems with this is that you its hard not to select the edge by mistake if you are trying to use points move
This has been so useful! Thank you very much for this tutorial
This Infoispure gold man ...thanks Mr Pavlovich you rock as usual !!!!!!
Is there a third party plugin that enables real retopo in ZBrush? This is ridiculous.
You are a good man Mr. Pavlovic
These videos are awesome man. My gosh man thank you for sharing all of these videos.
i know im tired but did u say zfondler brush
Hi Michael, Love the videos. I'm having difficulty when changing the changing to 'Snap to surface', its fine in 'free move' but its not working at all when i have STS clicked.
Been waiting for this!
you saved my life
cannot move a point using the shown settings ? edit: fix is dont leave your brush size at 1 after making the repotpo skin :)
holysmokes, awesome tecgniques! thanks for sharing
This is excellent.
Is there a way to smooth or relax the topology for even distribution across the surface?
Tools > Deformation > Polish, Polish by Features, Smooth, maybe some others. Also Mask by Border if you don't want those to move, and after you smooth/other, do a Subtool > Project all back to your collision object subtool
Hey michael how do you retopo the inside of a mouthbag?
conclusion - unfortunately absolutely not suitable for retopology!
In the 3D Coat program retopology is much better
@@aleksandralexander ретопология в maya тоже хороша. ещё есть retopofolw для blender но он ещё не допилен до рабочего состояния.
actually, if you will do all this time consuming work of making custom brushes and assigning shortcuts for them, everything works fine. Not so elegant like in maya and 3d coat but not bad at all. I think it's similar to 3ds max retopo tools
@@denistemirgalin2956 Not really, 3DsMax is way faster and easier to work with. Then you can add some plugins like Wrappit, and the Rappatools modeling extension which makes it even easier, but 3DCoat is #1 for simplicity and speed. Blender is also really good, on par with Max and has a few better built in tools than 3DsMax like the shrink wrap and the way you can extrude edges and fill them quickly with the F key or fill in large patches with the GridFill. The on top mesh display is also better than Max or 3Dcoat's reference mesh opacity options, since it doesn't show any clipping geo.
@@gabe687 What's about Topologik for 3ds max?
hi, when extrude edge in symetry mode is on, i can,t snap vertex, why?
On tapping the tool I am not getting any Geometry is my Brush size is less than 4, is this a bug? I want my geometry on brush size of 1 but it just keeps adding points on mesh instead of showing me geometry
gracias, muy bueno
Thx, teacher
When I use Zmodeler Point-Move the point seems to move based on where on the point I drag from, for example sometimes I will move my entire cursor across the screen just to move the point halfway, and other times the point will stick to my cursor as I would like it to. Is there a way to turn this off? I cant tell if its an intended feature or a bug.
Have you tried dragging the focal shift slider all the way to the left? That might get rid of the fall off, so near-clicks act the same as dead-on clicks?
Hi! Do you use zbrush when you retopology game characters that will be animated? Whether you do that or not, which method/technique do you find the best currently to achieve this inside zbrush? Or do you think it is waste of time to learn retopology for game characters inside zbrush?
whatever is fastest for the person. in my experience, the fastest way to retopologize a character for production (and consistency and usability) is to snap approved existing base mesh geometry to an arbitrary high res. if that's not an option, whatever your favorite way of extruding edges and snapping verts will suffice, they're all varying degrees of the exact same thing in 2022.
Every second edge extrude runs under the subtool, so I have to switch to ghost mode to be able to move the points, but in ghost mode snap to surface doesn't work, so I have to switch back and forth from ghost to transparent mode after every second edge extrude. Very buggy and unintuitive feature :(
Don't know if this will help, but maybe set a hotkey for tool > subtool > Project All to snap all points to the nearest visible surface
@@MichaelPavlovich thank you it sounds good, I'll try it.
@@MichaelPavlovich I tried it and it works and I realized that snap to surface works in ghost mode too in new ZBrush versions.
my love for zbrush just grows every day
but sadly my company is switching over to blender
If they have current licenses, the current ones should still be active. Even if they switch going forward. At least I know with our company they are
what do you mean sadly, Blender is surreally(if that's a word) amazing
@@M_k-zi3tn yes sit is. but not for sculpting yet. might take few more years. currently nowhere close to what zbrush in terms of sculpting. blender is slowly catching up.
why this method instead of using zremesher?
Zremesher does not give you "perfect" topology, like for animation you need enough loops at certain parts of the body so that animation would work.
@@wanashthegash polycount on a budget, for Realtime for instance
3ds max topology tool more easy and powerfull. I will continue to zbrush for only sculpting.
Topology brush is so fiddly it's effectively useless. I suppose it's gonna be the good old zsphere/rig/edit topology.
Thats what I said. its soo easy to just click for points. If anything they should have expanded that toolset to make it quicker and easier than the Zmodeler nonsense.
@@Giogiogio4 Zmodeler nonsense? It's so quick and easy and there's much less clicking required to achieve a result. What difficulty are you having? I use ZModeler almost exclusively for my job. Some times I'll GOZ to Maya for a Quad Draw or Multi Cut and then GOZ back to ZBrush.
@@ChristopherLeBlancArtAndDesign You even use Zmodeler for topology? the more i use zbrush, the less i see the need for any other program. doing retopo is kinda why i watched this video.
So it looks like I dont need to use for repotology maya anymore.
How abouth to use Zremesher, projekt and simple to fix trouble locations in topology? Why to do full retopo?
Maya retopo tools still ahead of Zbrush = shame :(
Why do you have to retopo? I thought there was zremesher that does the auto retopology.
Its not 100% perfect topology, you cant use it if you want a character for animation-
b/z/m/nightmare mode
Well this is very nice. But I like to use Zremesher + any 3d modeling tool like 3dsMax or Maya or Blender. Manual retopology is rare for me
As long as your not animating then zremesh is fine. Problem with something like a character is it won't make proper edgeloops and has a large tendency to create spirals that make rigging and getting good deformation a nightmare.
@@ShawnPaul86 There is a lot of tools like Makeahuman, Daz3D, Mari, just random cheap basemeshes, that artist can use as a reference, manual retopology is an expensive timewaste
@@pavelyankouski4913 Sure if you're making a standard human. Sorry but it's not going to cover every scenario and if you want to make a unique character and animate it manual retopo is 100% necessary. Maybe in the future it won't be but it's still required.
@@ShawnPaul86 I don't know really dude, I have about 12 years of experience in creation of AAA assets, even if u are creating a retopology from some stylized sculpt u can just use fast ZRemesher and after continue with a manual fixing over the topology, its doesn't really matters which mesh will u use MakeHuman, Daz3D or Mari or whatever u want to use, at the result of retopology it will became unique. If u gonna retopo mesh from scratch u will waste your time, you will waste your life for nothing
@@pavelyankouski4913 let's see these AAA assets
Why so few dislikes? XD
i hear like someone licks my ears
This looks extremely forced for a retopology technique. Don't know why Micheal Pavlovich made this tut, he obviously won't use this technique.
Was really hopeful at first.
probably to share knowledge? these techniques are useful for banging out some quick topology without having to leave z-brush. i wouldn't do a whole character with it but the people acting like it's useless are being a little hyperbolic.
retyppo in Zbrush is so ffing bad its unreal.
I really wanted to check the full video, but 5 minutes in i could not stand the voice cracks.