That is the most active forum that’s why I am posting here.
I have Zbrush decimated character, I imported the object from Zbrush 4r7 to 3ds max 2017, the topology is in extremely bad shape. Stretched and triangulated. I have to apply rigs animations to the object and the client want the mesh in quads. I also can get non decimated character but that have 8-10 million active points
The character is built in Zbrush, not in maya or max.
How to use zbrush characters in 3ds max, if I have to recreate the topology in max it’s impossible and may take months.
I am really in bad shape, facing some pressure from the client.
Can anyone Help ?
“if I have to recreate the topology in max it’s impossible and may take months.”
Well, welcome to reality. Anyway, there are retopo tools in ZBrush like @iamthwee mentioned.
You can get away with zbrush tools pretty well if you have simplistic model.
If you have to do exploding of model, then look into common best practices, decimate, separate meshes, export, then go to you tool like 3DCoat, Topogun or Blender… process is similar but always a bit different in each software depending on features available.
“I am really in bad shape, facing some pressure from the client.”
Seems like you are not familiar with lowpoly / realtime model pipeline, better check out some retopo / realtime modeling tutorial or hire someone to this for you.
This is wrong. This will take a couple hours in Max 4-6 at most, not even knowing how to use the tools.
Max has a built in retopo tool under the poly modeling ribbon.
Google retopo in Max and it will guide you through the duplicating edge and poly process when vertex snapping to the surface of the other mesh you brought in from zbrush. Seriously - once you get going unless the model has to be 20k polys or more this can be accomplished in a evening of dedicated work.
A decimated mesh from Zbrush is only useful for baking normal maps etc. If you have Zbrush yourself you can use at least 3 different re-topology techniques. My favorite is the topology brush.
I don’t have 3dsmax, but I believe people often use topogun with it, plus zbrush should have retopology tool on its own.
I believe you should be able to find some tutorials on youtube.
Are 3dsmax retopo tools this bad though? I mean, modeling character from scratch definitely shouldn’t take months, and retopology should be doable in a day, maybe two.
Use zRemesher if the times is very short. If it is for a mobile-handheld game, then you should retopo on top of it in topogun or maya(modify>make live). If the model will not animate which is not your case here, then you can just decimate it away with zbrush, in most cases it will do just fine.