
Discover the purpose and geometry of retopology for animation in ZBrush, learn to control geometry flow, manage polygon counts for games, and create animation ready low poly characters.
Ensure you have knowledge of ZBrush and a high-resolution model ready to work with. Maintain a polygon budget of 15,000–16,000 for a NexGen lion warrior, with a high-res mesh included.
Explore topology and why retopology matters for animation. Create a low-polygon mesh over a high-density model that follows facial muscle flow for smooth export to 3ds Max or Maya.
Explore Zsphere topology in Zbrush to retopologize a character, drawing quad loops, avoiding overlapping edges and vertices, adjusting density, and previewing the final mesh with symmetry.
Use ZRemesher to create clean topology by remeasuring guides, adjusting target polygon count, adaptive depth, and curve strength. Use poly paint to control loops around eyes, nose, mouth.
Master zremesher-based body topology by drawing circular loops and edge loops around eyes, mouth, neck, and limbs, and control polygon density with poly painting.
Get a professional anatomy critique to improve sculpting and realism. Sign up for a 30-minute video critique to navigate your file and learn how to enhance it.
Master retopology of armor in ZBrush by exporting the low-poly body, organizing assets, and building clean armor topology with poly paint outlines and precise snapping.
Retopologize armor two by cloning and importing a low-res armor, fitting it onto the high-res mesh in zbrush, aligning edges and polygons, and exporting the adaptive skin.
Retopologize armor three by importing the prior low-poly topology, clone it, and fit it to the third armor using move, rotate, scale, and the move brush to adjust vertices.
Retopologize leg armor in ZBrush using the topology or typology brush, maintaining symmetry with X, drawing edge loops, and exporting a low-poly base for subdivision detailing.
Retopologize the arm cloth for animation using zremesh, symmetry, and looped edges. Delete the interior mesh and export the clean low-poly arm cloth.
Retopologize the brief in ZBrush by removing interior meshes and preserving the exterior; use ZRemesher with symmetry to create a low-poly mesh.
Create a clean belt buckle and belt loop topology in ZBrush using symmetry, ZRemesh, and edge loops to ensure quad-dominant flow and export-ready maps.
Resurface the strap by merging its parts, smoothing curves with z remeasure, and adjust the draw size and target polygon count to conform the mesh around the character.
Retopologize fangs and incisors in ZBrush by splitting groups, masking to separate parts, applying ZRemesher with a target polygon count, and exporting all visible subtools at once.
Learn to retopologize a character in ZBrush by creating clean, evenly distributed quad topology with ZRemesher guides, masking, and group control, then export a low-poly mesh suitable for animation.
Retopologize the tongue using the 3D software by following the curve, adjusting the geometry, and smoothing to achieve a clean low-polygon tongue for animation.
Retopologize hair into a low-poly mesh using curves and ZRemesher, adjust pinches for a unified look, then export for previewing with automatic rig generation.
Combine all assets in ZBrush, import multiple RBJ files with the Z plugin, merge to a single subtool, export, upload to Zumo for rigging, place markers, preview and apply animations.
Instructor Info
Corazon Bryant always had an artistic bone in her body. When she was only 2 years old, she would make detailed drawings on her mother's wall. Her mother loved the drawings so much, she decided to keep them. With the encouragement of her mother, she continued drawing and she only got better as time when by. When Corazon was in middle and high school, she earned money making portraits for her classmates and even for her teachers. She pursued a college degree in Media Arts & Animation and later worked for architectural and entertainment companies such as Camm Productions, ID DI Design, and PDT International. She also had an opportunity to do some freelance work for Mega Pickle Entertainment. While working as a 3D artist, she had a chance to teach 3D animation classes in an A+ school. This is when she found her true love - which is not only to talk about 3D endlessly but to also inspire greatness in young upcoming artists. Corazon is currently working on a new project called Victory 3D with fellow industry-experienced artists to provide an affordable and effective learning system that will make it easier for students to get a job in the 3D industry.
Course Info
In this 3-hour video course, Corazon Bryant will go over different types of tools that you can use to retopologize your character. You will first start by understanding the purpose of retopologizing and learning the kind of geometry structure that is needed to create an animatable mesh. You will gain knowledge on how to use Zremesher to create a clean topology for your character. You will learn how to control the flow of your geometry and manage the amount of polygons that is suitable for games. You will also gain insight on how to utilize the Topology brush and Zsphere Topology tool to create accurate topology for your needs. By the end of this course, you will acquire the skills to be able to turn your high res sculpt into an animation-ready low res character. So get your detailed Zbrush ready and it's time to have some fun!