Комментарии:
Great job!hank you as this will help me from now on!
Ответитьdoes this better than using ZremesherGuide ? which one is much cleaner and why ?
ОтветитьGreat job! I'm doing tons of high poly models for nanite and this process really helped me get some workable geometry to UV
Ответитьbut why ? dont remplacing for a retopo
Ответитьi feel the result is very good so why not using it for animation
ОтветитьThank you! Awesome and helpful tutorial!
ОтветитьIt was really helpful..💯
Ответитьthanks my guy, that was so helpful! I also love the vegeta face in the corner XD
Ответитьthanks a lot
ОтветитьI have many questions lol
ОтветитьThank you, teacher! Such a helpfull video! How can you change the navigation head on the right top into Songoku head?? I wonder..
ОтветитьHI! been struggling for months,i need to make solid my hollow sculpts. on the inside its a mess so when printing it.
can you make a "make your models solid (full) " video? PLEASE
CHEERS
Im subscrabe,, thanks,, im from indonesia. I share to my frienda
ОтветитьHello thanks for a great tutorial, i have som issues with my polyit, not all areas ive painted get a separate color, ive checked the lines but they are good, what could be wrong?
Ответитьfun
ОтветитьThank you
ОтветитьBest
ОтветитьThank you💯❤
ОтветитьReally nice tutorial to tackle the hassle of re-topology. Thank you for sharing!
Ответитьverry cool thanx
ОтветитьHello. I'm trying to divide the polygroups according to your tutorial, but there's a problem
It is not divided into polypainted zones and other zones.
A polygroup as thick as the polypaint is created, resulting in a total of 3.
What's the problem?
Thanks so much!! 😀
ОтветитьAwesom!
ОтветитьGOD!!!My broo
ОтветитьThat was great. Thank you.
ОтветитьCan you explain why polygroupit is useful if not using it for retopology? Also is retopo still something i should worry about if im just looking to 3D print my models, and use them for pictures/illustations?
Ответитьgreat video!!!
ОтветитьThanks for a amazing content, you ar fantastic dude!!))))
ОтветитьHOOOOOOOLLLLLDDDDD UUUUUPPP!!! Are we just gonna pretend like we can't see Prince Vegeta's head as a reference point in the top right corner of the viewport??? DUDE amazing!! How can I get that on my Zbrush???
Thanks for the tut..😂
A great explantion and workflow. I usually use Maya retopo tools, but this will be very useful for some projects.
Ответитьthat was dope. subcribed and liked
ОтветитьThank you! Great tutorial :)
ОтветитьIs Polygrouping supposed to happen after the sculpting is finished? Because all layers and subdivisions will be gone after Re-mesh. So is this a method for finalizing a model? I get many artifacts on my Dynamesh's topology after I have finished sculpting. What is the correct workflow? Thanks!
ОтветитьIAN! The beautiful nose prevails! And it's a wonderfully informative vid even for Blender users, thank you!
ОтветитьVery helpful, thank you <3
ОтветитьSo technically after this process, the character is READY to be animated? I've seen so many videos saying we have to use Maya to accomplish it but... Looks like it works from what you just showed us! Great video!
ОтветитьReally nice video! Explained in very good detail and all the steps are clear. I'm a sub now. Thank you as this will help me from now on!
Ответитьamazing thank you
ОтветитьPlease give the tips for facial blend shapes
ОтветитьSuperb and clean tutorial, really fantastic
Ответитьhi, nice video thanks! the last thing of the nice topology in the dynamesh model too is not working for me, i don't know why it doesn't change the topology than before, do you know why? I went through all the steps you did
ОтветитьBoomp!!
Ответитьgreatttttttt!!
ОтветитьWow this is a really really good walkthrough. Thanks, subbed for more.
ОтветитьYou are amazing😍
ОтветитьNice tutorial, keep going, thanks a lot.
Ответить+IR Sculpts Great indepth tutorial. Could you also do the same concept for hard surfaces? LIke a a dynameshed hard surface with rounded edges being zremeshed to a lower counterpart so that the final normal maps could be baked for games?
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