

Then we will get familiar with the retopology tools and get some basic knowledge about 3d Max.Īfter 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. We will see how to export meshes from Zbrush and import them in 3dsMax. Then we will decimate the high poly so we can import it in 3dsMax without too much performance issues. We will start in Zbrush, where we will spend some time to organize, merge and prepare the high poly meshes for export. Some interesting random artistic stuff when we are doing something repetitive :) Making good and useful UV map of a human head

Retopologizing a realistic head with loops in the right places ready for animation

Hints and tips on efficiant and quality unwraping of a characterĮxporting a high poly realistic head from Zbrush and importing in 3dsMax How to start the retopology of a character

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.Įxporting your meshes from Zbrush and import them in 3dsMax 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). Using the retopology and UV unwrap tools that come default with 3ds Max, we will retopologize a simple cartoon character. And for all of them i was using the style of retopologizing and UV mapping i will show you in this course. I have made numerous characters for numerous games. My name is Niko, and i am a 3D character artist for more than a decade now. 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.
