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Absolute Beginners Retopology and UV unwrapping in 3dsMax
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Absolute Beginners Retopology and UV unwrapping in 3dsMax

Learn the secrets of retopologizing in 3dsMax
Last updated 10/2020
English

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.

Course content

1 section26 lectures9h 14m total length
  • Introduction11:17
  • Preparing the model in Zbrush and exporting meshes for retopology25:11
  • Getting familiar with 3dsMax and starting retopology24:03
  • Retopologizing the horns24:08
  • Retopology of the head and symmetry22:28
  • Retopo the shoulders pt121:07
  • Retopo the shoulders pt221:17
  • Retopologizing the cape23:29
  • Retopologizing the arm22:06
  • Retopologizing the small cloth and traps armor21:16
  • Retopo of the chest armor21:42

    Learn retopology of the chest armor in 3dsMax, focusing on bridging edges, detaching parts, and building clean triangular topology with a mirrored one-piece approach.

  • Retopologizing the legs22:42

    Master retopologizing the legs in 3ds Max by building clean edges and bridges, applying symmetry, and preparing for unwrap.

  • Retopo the knee armor and the sword27:12
  • Starting the UV unwrap25:38
  • UV mapping the shoulders and armor22:34

    Learn to create clean UV maps for shoulders and armor in 3ds Max by unwrapping with the uv modifier, adjusting with edge angles, and placing seams for efficient texture baking.

  • Unwrapping the arms and some Zbrush unwrap20:43
  • Finishing the Unwrap of the character30:14

    Finish the character unwrap in 3dsMax by refining seams, applying unwrap techniques, and balancing island sizes to minimize distortion for the cape, legs, and horns.

  • Retopology of a realistic head pt123:59
  • Retopology of the head pt223:13
  • Finishing the head retopology26:10
  • Making the head UVs22:07
  • Using Zbursh to better unwrap the head8:08
  • Hand retopology in 3dsMax pt123:15
  • Finish the retopo of the hand20:43
  • UV unwrapping of the hand15:12
  • Goodbye4:17

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 export

Exporting your meshes from Zbrush and import them in 3dsMax

Baiscs of 3dsMax, needed for retopology

How to start the retopology of a character

Retopologizing tricks and hints

Basics of 3dsMax UV unwrap

Hints and tips on efficiant and quality unwraping of a character

Exporting a high poly  realistic head from Zbrush and importing in 3dsMax

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

Making good and useful UV map of a human head

Retopology of a human hand

UV mapping of a human hand

Some 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!

Who this course is for:

  • People who want to learn retopology and UV unwrap for games.