Release date:2020
Duration:09 h 14 m
Author:Nikolay Naydenov
Skill level:Beginner
Language:English
Exercise files:Yes
Learn how to prepare your Zbrush models for animation and texturing with this tutorial. Niko, a 3D character artist with over a decade of experience, will show you how to retopologize and UV map a simple cartoon character using the default tools in 3ds Max. This will enable you to reduce the polygon count and make the model animation ready. You’ll also learn how to prepare the character for texturing in Substance Painter by creating UVs. As a bonus, Niko will also demonstrate how to retopologize and unwrap a realistic head and hand that are animation ready. With this tutorial, you’ll be equipped with the skills and knowledge to take your Zbrush models to the next level.
IN THIS TUTORIAL WE WILL LEARN: This tutorial will cover everything you need to know about preparing your Zbrush models for export and importing them into 3ds Max for retopologizing and UV mapping. You’ll learn the basics of 3ds Max and how to start the retopology process for a character, as well as helpful tricks and hints to make the process more efficient. The tutorial will also cover the basics of UV unwrapping and provide tips on how to create high-quality UV maps for characters, including a realistic head and hand. Additionally, you’ll learn how to retopologize a realistic head with proper loops for animation and create a useful UV map. To keep things interesting, the tutorial will also include some random artistic exercises to break up the repetitive tasks. By the end of this tutorial, you’ll be equipped with the skills and knowledge to prepare your Zbrush models for animation and texturing.
In this tutorial, we will learn how to prepare high poly meshes in Zbrush for export and import them into 3dsMax. We will then cover the basics of retopology and get familiar with 3dsMax. We will start with the head and horns, and then move on to the separate pieces, such as the arms, shoulders, cape, and legs. I will share my tips and tricks on how to approach retopology problems.
We will then explore the UV unwrapping capabilities in 3dsMax and learn how to check our unwrap with a checker texture. We will arrange all the pieces in a square texture space, like a puzzle. Additionally, we will export a realistic head from Zbrush and make a topology that is animation-friendly, including the inside of the mouth. I will also show you how to use Zbrush as a useful unwrapping tool.
This tutorial is designed for beginners in retopology, and you don’t need any prior knowledge of 3dsMax. I chose 3dsMax because it’s a good software for retopology and UV mapping, and I’m excited to share my knowledge with you. Let’s get started!
01 Intro 02 Preparing the model in Zbrush and exporting meshes for retopology 03 Getting familiar with 3dsMax and starting retopology 04 Retopologizing the horns 05 Retopology of the head and symmetry 06 Retopo the shoulders pt1 07 Retopo the shoulders pt2 08 Retopologizing the cape 09 Retopologizing the arm 10 Retopologizing the small cloth and traps armor 11 Retopo of the chest armor 12 Retopologizing the legs 13 Retopo the knee armor and the sword 14 Starting the UV unwrap 15 UV mapping the shoulders and armor 16 Unwrapping the arms and some Zbrush unwrap 17 Finishing the Unwrap of the character 18 Retopology of a realistic head pt1 19 Retopology of the head pt2 20 Finishing the head retopology 21 Making the head UVs 22 Using Zbursh to better unwrap the head 23 Hand retopology in 3dsMax pt1 24 Finish the retopo of the hand 25 UV unwrapping of the hand 26 Goodbye Project_files.7z [FlippedNormals] Absolute Beginners Retopology and UV Unwrap in 3dsMax_Subtitles.7z
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