Commenting just to express my appreciation of you actually showing the result before telling people how to do it. So many tutorials don't even do this, makign the viewier wondering why they should even bother to watch the rest of the video.
@blendgat1951Ай бұрын
This is the first time I've seen someone using Data Transfer. Thank you, Christopher.
@timcameron9023Ай бұрын
fantastic - adding small details on sub-ds is the bane of my existence
@KeilnothАй бұрын
That's why they invented Plasticity. 😅
@wheanyАй бұрын
You can almost hear a "pop" sound effect when you turn the data transfer operation back on and the wonkiness disappears
@phischphoodАй бұрын
Like the vacuum seals on jar lids
@_casgАй бұрын
This video my friend, was quite informative. I loved how you tackled intricate issues I also come across, especially with topology, and normal shading artifacts. Thank you for teaching me about the data transfer modifier.
@cgworkshop101Ай бұрын
I have been doing 3d for about 14 years.. after seeing this tutorial...it really blew my mind...thankyou for such a great description
@StudioHoekhuisАй бұрын
Besides the main topic, I've learned so much on using Blender just by looking at how you handle things. Thanks!
@luispompa827Ай бұрын
Once again, your teaching style is the best!
@MattproTheАй бұрын
The good thing about this method ( i used it in the past) is that you can lock the normals and actually send it to other applications (with modifiers applied, of course) and it'll look as it should, with proper shading, none the less for product modeling if needed i would suggest Subd + Shrinkwrap method as it'll physically project and pull the denser vertex into the actual 3D space location, not being just a "normal trick" lets say. But of course combining these 2 methods, specially for personal or portfolio projects, it's a must, and great thing of both methods is that you can re-model or rework just a section of the model itself, doing it by panels or by parts, by sections.
@christopher3d475Ай бұрын
The shrinkwrap method doesn't produce as good a result as the data transfer method. I recorded a followup video to specifically address this point that a number of people have made. kzbin.info/www/bejne/h6myi2iEhNeGj6M
@MattproTheАй бұрын
@@christopher3d475 I just saw the video, i appreciate the fact you compared both and made a video about it. None the less as you suggested and as i did on this comment, i still think it is great o know both methods and use them both according to what's needed, in some cases the geometry (vertex pull to projected location) is essential and in some others it's just purely about shading, none the less of course we can also use both on the same detail/paneling mesh to achieve a perfect result. The only thing i'll point out about shrinkwrap method, is that the mesh target should be 1 or up to 2 higher subdivision levels than the final mesh, in order to achieve a proper "pull" of the vertex, nice video tho.
@PolygonPerspectiveАй бұрын
@@christopher3d475 Is your method also known as Normal Transfer?
@user-nc9on4bp2oАй бұрын
This tutorial is exceptionally well-done. The demonstrated technique will prove invaluable when we need to make real-time adjustments or implement changes dynamically. Great work!
@faustoartАй бұрын
Fantastic use for the transfer data modifier! Personally I use a similar technique with the shrinkwrap modifier, conceptually is basically the same. But it's always great to learn new techniques
@christopher3d475Ай бұрын
Yeah, the two have overlapping uses.
@stalkershanoАй бұрын
Best "in depth" and explanatory channel ever ❤️
@ddmoralesАй бұрын
Again learned more than I want to admit. Great work!
@matslarsson5988Ай бұрын
I knew of this technique but I have never really tried it out myself. Very useful. But how compatible is this with other software, game engines etc? Or is this just something that works inside of Blender. I learned, I pay.❤
@christopher3d475Ай бұрын
If you export a model with this Data Transfer function applied, then exporting the modifier stack is 'flattened' and the normals baked into the exported model. I did a video showing this here: kzbin.info/www/bejne/rpe5q5annaeEZpI
@matslarsson5988Ай бұрын
Ah thanks a lot, I had missed that video of yours. 👍🏻
@superkaboose1066Ай бұрын
Perfectly shown, it's rare when I'd need this much perfection, but damn is that useful to know!
@MohamedElhadi-g6hАй бұрын
Absolutely fantastic, thanks man, just improved my workflow.
@tango1348Ай бұрын
Fantastic and very informative video, thank you!
@1DInciner18 күн бұрын
Well, when compositional artists took over during 2.8 redesign they removed noised technical matcap that is used for detecting curvature issues.
@AyushBakshiАй бұрын
I would have used shirkwrap to warp the wonky part on the pristine geometry (after subD) This method works too 👌🏻 learned another new thing.
@christopher3d475Ай бұрын
I actually recorded a followup video where I comment on using Shrinkwrap, why it's not a replacement for using Data Transfer in this case. kzbin.info/www/bejne/h6myi2iEhNeGj6M
@AyushBakshiАй бұрын
@@christopher3d475 Nice 🙌
@fullyleadedАй бұрын
Wow this is professional grade knowledge. Thank you for sharing.
@Agent_6039Ай бұрын
Not sure if you made this because of my comment but this is exactly what I was looking for, Thanks! (P.s Please cover more Data Transfer tool usage)
@kepa7983Ай бұрын
+1
@3DBlendMixАй бұрын
Great tutorial
@peko1967Ай бұрын
Excellent!
@fx_nodeАй бұрын
this is great. Thanks.
@RenzsuАй бұрын
Excellent stuff! Could you remove that final bit of kink in the surface by subdividing the mesh one more step before cutting the hole in it? What would the downside be (other than not really having an 'editable' low poly mesh anymore.. but would you make big edits anyways once you get to this stage? Maybe create a duplicate body for the small details and keep the original backed up..).
@christopher3d475Ай бұрын
yes, there are any number of other things you can do here. But I didn't want to add anymore complexity to the existing cage.
@8darek8Ай бұрын
😮 thx 👍
@HybridTheory101Ай бұрын
@5:28 which key did you press to bring up that menu?
@snap_touchАй бұрын
Pretty sure that's the basic right click menu you get when in edit mode with faces
@christopher3d475Ай бұрын
Yes just a right click for context menu.
@BracerJackАй бұрын
I really REALLY wish there is an easier way to do this, this is just too much drama. But thanks for showing the current way to do it nonetheless :D
@christopher3d475Ай бұрын
Once you've done it a few times, it's not that bad honestly.
@alim7042Ай бұрын
Amazing trick but i have a question would this method work if you are modling lets say a gun for a game ?
@christopher3d475Ай бұрын
When you export a model, many export formats apply the modifier stack and 'bake' the normals into it, so this data will transport to other applications. I did a video on it recently. kzbin.info/www/bejne/rpe5q5annaeEZpI
@alim7042Ай бұрын
@@christopher3d475 thank you so much
@oorlygАй бұрын
Does this also works with shrinkwrap and vertex groups?
@christopher3d475Ай бұрын
Yes, shrinkwrap can be used in some scenarios. If you watch this video, it'll show you a combination of both. kzbin.info/www/bejne/e6ackpWGZbF8mJo
Ай бұрын
That's a wonderful tool! Too bad it can't "transfer data" into other software, learning good topology is still very important
@christopher3d475Ай бұрын
Actually it can. If you export this, Blender applies the modifier baking those normals into the mesh. Look back a few videos, I did a tutorial on it. And yes, good topology is always a best first defense, but in situations like this, you're going to spend a lot of time trying to come up with good geometry for such a small localized area.
@baguspurnomo5145Ай бұрын
Thanks Man ...Great tutorial ...this will solve my problem
@SocksYTzАй бұрын
Neat
@pieralessi7426Ай бұрын
🤯
@lonesomealeks4206Ай бұрын
too much work. there has to be a better solution than this modifier madness. Besides, this only fixes the shading, not the shi**y geometry :(
@christopher3d475Ай бұрын
Unfortunately with subdivision surfaces you're going to run into situations like this at times. No amount of finagling the geometry is going to get around some things. Besides, this is how NURBS generated meshes get such good shading, they pull shading from the mathematically perfect NURBS data and drop in onto less than perfect derived geometry.
@Falkrum7Ай бұрын
Instead of using Data transfer modifier to fix normals you can use Shrinkwrap modifier to actually fix geometry.
@daxramdac7194Ай бұрын
Just another way of doing things, that's what he's showing us. There might be situations where this technique is overkill and better solutions exist. Or there might be situations where there this is better or faster. It's not that complicated anyway.
@Plum0401Ай бұрын
I think our job is to serve the vision, and as long as it solves the problem, I think the data transfer modifier is great.
@fullyleadedАй бұрын
You can fix it by making the mesh super dense but the tradeoff would be a heavy model.
@FifthOfNovember_OriginalАй бұрын
Bruh will change everything, nothing's going to be normal! Heheh get it? Because normals... changing... kkbye