Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Baking the high res to the new retopo is exactly what I said ("baking" in this case means creating a normal map). I still think it's easier to do that in ZBrush, but it works either way, I guess.
Perhaps bad english on my part. What I meant was how do you do that in Zbrush? Could elaborat that a little more? As I said I know about Zremesher but again it seems to unable to create a even topology.
I know it is possible to manually retopologize in Zbrush, I've watched some tutorial videos about that. However, I don't use Zbrush (someday I'd love to buy a copy though) and the manually retopologizing process, to me, didn't look as efficient to do as it does in Blender. The polygonal modelling aspect of Zbrush looks more fiddly to me and the tools for it don't seem as nice as Blender's toolset.
Could be wrong about that though, again, I'm not a Zbrush user. Here is a tutorial video for Zbrush retopology that I just went and looked up. I haven't watched most of this one so I can't speak to how good of a tutorial it is. Scrubbing through it quickly it does look like a good one though.
Oh, and forewarning to those who might be bothered by nudity, in this tutorial he is retoplogizing a nude female model. Possibly NSFW.
Part 1:
https://www.youtube.com/watch?v=ns5iRWRii5c
Part 2:
https://www.youtube.com/watch?v=Y-Ak66N0cAw
Thanks you that looks very interesting and requires further investigation. Although the guy in the video is way to quick for a tutorial.
Ah, sorry. I didn't have time to watch it myself so I just scrubbed through it and it looked like it was potentially good. But yeah, there are methods and tools for retopologizing manually, I know that much for sure.
That said: if it works right now in Blender, just stick to it. If you found a way to get the job done, that's perfectly fine. You can still learn how to do it in ZBrush later on if you ever need or want to.
There are many ways to retopo in ZBrush. I'm by no means an expert but a good way is probably using ZSpheres. I'll just link one video here, from Michael Pavlovich, who is a bit of a guru on ZBrush. But there are many more on Youtube, just search for "ZBrush Retopology ZSphere" if you are interested. And yes, he talks fast, but that's what pause and speed controls are for:
https://www.youtube.com/watch?v=kiKaWl4rcyc
Edit: Watch the next video to see him generate the actual geometry (or just watch a different tutorial on this, as I said, there are a lot).
Edit2: Also, as mentioned, there are other ways as well. You can look into using Polygroups, using the ZRemesher, using the Topology Brush, and more.
But I run into 2 more inconveniences:
1)
This is proably an mishape on my end because I should have done it in another order...
But I retopo the inside of the throat of my Alien thingy and now the geometry obscures my view when trying to retopo the neck of my creature. Probably an issue with using "backface culling"?
2)
The retopo I did so far (I wish I had so much more time for 3D-Design stuff) is rather messy. So I was wondering is there a way to move as much as possible in a way to get nice equal sized and shaped Quads?
If your faces are simply facing the wrong way, select them and press Alt + N -> Flip.
2) There's a method to relax the topology while keeping it aligned to your original high poly mesh. This just relaxes the topology you have created, it doesn't clean it up.
First, add a Smooth modifier to your retopo mesh. Second, add a Shrinkwrap modifier. Go to the Shrinkwrap modifier and select your high poly mesh as the target. Then play with the Smooth modifier values until you are happy.
Thank you very much. Yeah it really seems to be an issue with the "in front" Option. Probably simply hidding the annoying part will solve this. Sorry couldnt upload a screenshot right away. To bad steams screenshot function doesn't work in Blender. Gonna upload something later. Im on my way to work.
I also tried to apply the smooth modifier but it caused the retopo geometry to go haywire on me. Shrinkwrap is enabled since i started to retopo