
在本课程中,我们将在 3dsMax 中制作完整的角色重新拓扑。我们将学习如何从 Zbrush 导出您的高多边形,将其放入 3dsMax 并在其上排列多边形。我们还将学习如何制作逼真的人头和手部的良好、生产就绪的 retopo。并且还使所有的UV展开。
要求
您应该希望将 Zbrush 模型放入游戏引擎或有效地渲染它们。
描述
您可能一直想知道,如何让您的 Zbrush 模型动画准备好并准备好进行纹理处理?如何进行这个大家都在谈论的重新拓扑步骤?如何使这个从几百万个多边形跃升到几千个?所有这些问题以及更多问题都将在本课程中得到解答。我的名字是 Niko,我是一名十多年的 3D 角色艺术家。我为许多游戏制作了许多角色。对于他们所有人,我都使用了重新拓扑和 UV 映射的风格,我将在本课程中向您展示。使用 3ds Max 默认提供的重新拓扑和 UV 展开工具,我们将重新拓扑一个简单的卡通人物。然后我们将其设置为 UV,因此他已准备好在 Substance Painter 中进行烘焙和纹理处理(我们将在 Substance Painter 课程中单独进行)。
作为奖励,我将向您展示如何重新拓扑和展开一个动画就绪的逼真头部,张开嘴巴和一只逼真的手。在本课程中,我们将学习:在 Zbrush 中准备网格以供导出从 Zbrush 中导出网格并将其导入 3dsMax 重新拓扑所需的 3dsMax 的基础如何开始角色的重新拓扑重新拓扑技巧和提示 3dsMax UV 展开的基础知识 关于效率和质量的提示和技巧展开角色从 Zbrush 导出高多边形逼真头部并导入 3dsMax 重新拓扑在正确位置带有循环的逼真头部准备动画制作良好且有用的人头 UV 贴图人手的重新拓扑人手的 UV 贴图一些有趣的随机艺术材料我们正在做一些重复的事情:)
我们将从 Zbrush 开始,在那里我们将花一些时间来组织、合并和准备用于导出的高多边形网格。然后我们将抽取高多边形,以便我们可以将其导入 3dsMax,而不会出现太多性能问题。我们将看到如何从 Zbrush 导出网格并在 3dsMax 中导入它们。然后我们将熟悉retopology工具并获得一些关于3d Max的基础知识。之后,我们将从头部和角开始重新拓扑,然后遍历我们拥有的每个单独的部分,例如手臂、肩膀、斗篷和腿。在我们进行的过程中,我将告诉您我如何进行重新拓扑以及在重新拓扑时如何解决问题。
然后我们将熟悉嵌入在 3dsMax 中的 UV 展开功能,我们将开始逐个展开角色并使用棋盘格纹理检查我们的展开。当我们完成后,我们会将所有的碎片排列在一个正方形的纹理空间中,就像一个拼图一样。完成后,我们将从 Zbrush 中导出一个逼真的头部,并将其导入 Max,以便我们开始制作它的拓扑。我们将制作一个动画友好的拓扑结构,还包括嘴的内部。接下来当然是制作头部的UV展开,我将向您展示如何使用Zbrush作为一个非常好的展开工具。
我们将再次执行所有这些步骤以获得逼真的手牌。我为绝对拓扑初学者制作了这门课程,不需要以前的 3dsMax 知识。我在 3dsMax 中制作了这门课程,因为我总是在那里制作我的重新拓扑和 UV 映射,我认为这是一个非常好的软件,我已经准备好证明它了!那么在课程的第一个视频中见!
Last updated 10/2020
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 10.34 GB | Duration: 9h 13m
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.
Requirements
You should want to put your Zbrush models in to a game engine or render them efficiently.
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 exportExporting your meshes from Zbrush and import them in 3dsMaxBaiscs of 3dsMax, needed for retopologyHow to start the retopology of a characterRetopologizing tricks and hintsBasics of 3dsMax UV unwrap Hints and tips on efficiant and quality unwraping of a characterExporting a high poly realistic head from Zbrush and importing in 3dsMaxRetopologizing a realistic head with loops in the right places ready for animationMaking good and useful UV map of a human headRetopology of a human handUV mapping of a human handSome 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!
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