https://i.ytimg.com/vi/xpDWta5O3n8/hqdefault.jpg
In this Maya modelling tutorial, learn how to get started with retopology using the very handy quad-draw tool. With it, you can do all forms of retopology, from environments, characters and creatures to props. It’s used by artists in all fields, including gaming, high-end VFX and commercials.
Support us by checking out our merch!
https://teespring.com/stores/flippednormals
Subscribe now!
https://www.youtube.com/c/FlippedNormals?sub_confirmation=1
Website – https://flippednormals.com/
Instagram – https://www.instagram.com/flippednormals/
Twitter – https://twitter.com/flippednormals
Facebook – https://www.facebook.com/flippednormals
Our episodes are also available on all major podcast services!
source
28 responses to “Retopology for Beginners in Maya”
Life saver. Thank you.
It’s also really useful to turn the symmetry on preferably in the x axis whilst modelling, it can save a lot of time, it’s found in the same tab as quad draw just above it a lil ways up.
Sub'd for this video. Fantastic!
Extremely useful! Didn't know Maya have so useful stuff inside! Thanks you!
When did this tool become part of Maya?
I still have 2012
pro tip for you guys,you can improove maya perfomance by importing a z remeshed high poly and then retopo on it
Buy the Quad Remesher plugin and meet the world's best auto retopology tool that will change your thoughts about auto retopology.
I wondered why you guys stated in another video why Maya is your goto for re-topologizing, now I know. This looks crazy fast once you get comfortable.
Of all the years I've been using Maya, bruh, never knew you could use the farkin TAB key!!! I'm arr ee tee arr dee ee dee.
Nice Tools! Wait for an implementation of these in Blender 🙂
man this is so fucking cool, thanks!!
excuse my ignorant cuz, i'm still learning 3d world 🙂 if i did re-topology on that detailed model whats gonna happen to all that detailed is it gonna disappear ??
OMFG you guys changed my life with this video just now
What la better ? Start a basic figure in maya with correct topology for animation and then export it to zbrush for details etc ?
Or making the full sculpt in zbrush and then export it to maya and do this process in order to be able to animate it?
Regards!! Awesome video
I'm kind of confused, after you retopo the mesh, why don't the changes seem to apply to the base mesh? It seems like when you reselected the whole mesh (highlighted green) it still displayed the old , messy topology, and you were selecting your retopo mesh independant of the original mesh? Do the changes need to be applied some how?
how can I map the texture of the Original Model to the Retopo Model?
so nice. flipped normal. please ur tutorials a liitle bit expensive than other turo. i hope to cost down.
Why am I paying thousands of dollars for teachers to do a piss poor job explaining this?
I like before I watch.
You guys have THE best vodeos!! So in depth and clear. Thank you!
Absolute lifesavers! Just received a very dense triangulated asset for a project that is totally not UV friendly and I've never retopo before, but this video was great!
You are a fucking saint. As a graphic design lover, I'm pushing to improve on my 3D as much as I can. Subbed.
Very cool tutolial!Thank you!
Can i now use Sculptris Pro in ZBrush to create my own creature/character , then doing some Retopology whether in Blender/Maya/ZBrush to make UV Master be apled to my model again after making good topology ?
That's a really nice lucid video, thanks a lot!
Great!
Thank you for the great tutorial! I was wondering is there a way to SNAP the new created vertices to the vertices of the live mesh?
This looks like it would be a great way to quickly model tailored clothing for your character, too