im about to retopo for the first time in my life. pray for me, im diving in
@xadrach3 жыл бұрын
Update: I AM STILL RETOPOING. THIS ABSOLUTELY SUCKS.
@ojonasdev3 жыл бұрын
Update?
3 жыл бұрын
Are you still alive?
@CASMANWHAT3 жыл бұрын
🙏🙏🙏🙏
@coldspark2903 жыл бұрын
RIP 😔😔
@Wernimations3 жыл бұрын
Why do we need retopology? when I was a young lad, I tried sculpting in blender for the first time. I turned on dyntopo because it made stuff look a lot smoother. I used texture brushes and kept going and going and going. Until finally i accidently switched to rendered view....and everything crashed cus of a million vertices
@nallash9053 жыл бұрын
I've never been listening to a theoretical lecture with this much interest and understanding before. I've leant so much thanks to this video
@SleepyEvoli6 ай бұрын
By far the best video I've seen so far and it finally clicked. Might be the first time I actually try a course online. Thank you!
@chillbro2275Ай бұрын
Yes, I've heard that term "retopology" every time i've looked into learning 3D art, and finally needed to get an answer for it. This video not only gave me a great answer, but then it answered my follow up question -- retopology is necessary hard surface modelling, not just for sculpting.
@bilgenathan70853 жыл бұрын
Maybe because of the covid but i hear your voice everyday more than anyone else :) Really like your work and glad we have you.
@a3dadventure792 жыл бұрын
thanks so much for this. you covered A LOT, and very rarely did i feel intimidated by it, rather you helped me to feel that "getting good at it" was possible, and entirely probable. i'm taking this slow, and bite-sized, and it's working well. keep up the great work and great service you do for the community!!!
@billywhitaker66583 жыл бұрын
It’s the bane of my art. I adore sculpting, retopo hurts my heart 😔
@GUMMY_MKII3 жыл бұрын
well then I'm your Yang
@UrLocalHazbinAddict6 ай бұрын
I do tattoos, and I used to hate doing hands. So I had a boss that would make me do all the hand pieces that came in, now I’m super good at it. Still hate it though lol
@oversalt47132 жыл бұрын
In the fourth pillar, you would get an even better deformation if you add a loop cut between the triangulated mesh at the back (between the lines, the edge loop is stopped by the triangles). Really useful for realistic elbows, knees etc
@Zeriel003 жыл бұрын
WOW! man this is EXCELLENT! I know how to Retopologize in Blender but this is such an obscure topic that gets no attention and Blender makes it extra complicated because a lot of the tools are all over the place and difficult to find so most people just give up. IMO if you use something else and have no confidence in Blender, trust me once you figure it out is absolutely great 9/10 but you need to also use a bit of the sculpting tools such as smooth with options so it doesn't distort the overall shape. I used Maya's Quad Draw, TopoGun and 3D Coat and Blender works just as good, it just needs a complete rework on it's stools/options locations. There needs to be a Retopology workspace with everything easily visible. It also could also use more Retopo specific tools. Basically it's an interface problem. Thanks for this!
@rocifier2 жыл бұрын
It's far more common in the 3D Studio Max world to discuss good topology. One of the keys with it is to model using quads from step 1 and you won't really end up with problems, ie. there is no need to "retopologize" later on. You can also get the mesh as far as you want with low polygon, then clone it and sculp the high poly version from there. It's much cleaner than trying to reduce/decimate a high poly sculpt to get your low poly version.
@TruthSurge Жыл бұрын
11:12. What if I want to bend it backwards? #3 seems most logical. Thx for the explanations!
@kalpeshpatil89123 жыл бұрын
doing your character creation course and i am glad i can learn from you more for free on youtube .
@ygsg3 жыл бұрын
This is highly useful especially for beginners. Thank you
@Planet_films5652 жыл бұрын
Agreed
@danielstephenson75583 жыл бұрын
This is an insanely useful resource! Love these videos! Working through this tutorial set as I keep hitting brick walls with my modelling and I really need to stop being lazy and learn to retopo properly.
@rosamia42 ай бұрын
grant you are amazing teacher, i just want to say thank you ♥
@ErikMurt444 Жыл бұрын
Thank you Grant, don't know how I'd learn without your videos.
@aiz.3d2 жыл бұрын
I've been doing retopology for the past week without even knowing! I felt that all the assets i found online were although good, but they didn't have good topology and had excess topology which increased render times a lot! Using decimate modifier and then doing retopology and then finally adding a subdivision modifier will cut down your render times by a lot!
@chrisdotdash51543 жыл бұрын
I’ve been waiting for a video like this! Love it. 🔥
@Iiris83 жыл бұрын
This is a very important thing to learn, great explanation, thanks Grant
@mangonauts64643 жыл бұрын
Something wasn't clicking with me previously with retopology but this video explained it quite well! Bravo!
@MarcosLuisReyPerez3 ай бұрын
Great tutorial, it's the perfect guide to understand how to retopo. Thanks a lot.
@DhokoGG3 жыл бұрын
this is such a valuable resource grant!!! thank you so much!! btw, I bought your course in udemy super excited to start it this weekend
@grabbitt3 жыл бұрын
Thanks
@123owly3 жыл бұрын
The most important retopo video on the internet right here
@destroyonload34443 жыл бұрын
Make sure you give your GPU a big smile and retopologize! 😁
@klauszwegert63823 жыл бұрын
Its important to note that for animation there is only so much you can do with retopo. Just try to keep every face the same size and do the Rest with skinning. but in film for example very often blend shapes are used.
@user-em9su3dd9y3 жыл бұрын
Whoa, literally was about to search your channel for this exact thing...
@hsseinhoussainy2 жыл бұрын
Bro your the best, I'm learning a lot from your videos, thank you.
@cyborg90993 жыл бұрын
Best blender teacher 👍👍 man your tutorials are amazing 👍👍
@SianaGearz3 жыл бұрын
Another important property of quads is that the industry-standard Catmull-Clark subdivision only has desirable properties on quads, it goes lumpy on triangles. There exists Loop subdivision surface, that is better-behaved on triangles (not loop as in a series of edges, but Loop as in Charles Loop), but in turn it doesn't perform well on quads. When quads are subdivided into triangles, they encode a particular bias direction into the mesh, which is not desirable and becomes visible in Loop subdivision. Both of these subdivision schemes were defined i think around late 70s or so. Decades later Loop returned i think with Loop-Stam subdivision which unifies them elegantly, but by that time, the whole industry locked in on Catmull-Clark subdivision due to overall advantages of quad modelling, and introducing any other subdivision scheme would impede interchange and make code sharing a problem, for example the modern GPU-accelerated Catmull-Clark code in Blender comes from Pixar (OpenSubdiv) and was open-sourced by them specifically in order to improve interchange.
@Benerro19913 жыл бұрын
Thanks, Grant! Btw we (I hope I'm not the only one) missed your livestreams!
@Gettutorials1233 жыл бұрын
Nice one! Really love your tutorials.
@jfcomposition3 жыл бұрын
Very good explained. Great job 👍
@CrayTechTV3 жыл бұрын
clear, concise, and awesome! thanks Grant
@Jellybeancracker3 жыл бұрын
You explain soooo wellll!! Love it!
@EROKOJR Жыл бұрын
This was super🙂 helpful. Thanks so much!
@anima84503 жыл бұрын
Amazing demonstration!
@empireanimator2 ай бұрын
Thanks man it helped me a lot 🎉
@jean-michel.houbre3 жыл бұрын
I finally understand this word and what it hides! Thank you
@xrysakal52292 жыл бұрын
Thank you for explaining everything!!!
@CorruptedYogi3 жыл бұрын
Very informative video 🖤 I am learning how to draw at the moment from one of your course at Udemy. Really loved the way you teach and tell things in details. As Indians says, “Ek Number” 🔥👌🏾 Thanks 🙏🏾
@Jellybeancracker3 жыл бұрын
Enrolled in your course grant!!
@grabbitt3 жыл бұрын
Nice, 🙂👍
@araskuzucu34563 жыл бұрын
After I learned the essentials of modeling, my all baking process is awful because of the decisions of the topology. Now I know how can handle it. Thanks.
@pianoatthirty2 жыл бұрын
Quad Remesher folks! The MUST HAVE blender add on. Gives you great topology in seconds. How people have the patience to do this manually is just beyond me! This just feels like something a computer was meant to do - calculate and create even geometry.
@mr.lunatic3157 Жыл бұрын
Except that we have to paid for that kind of computer monthly you mean😅
@magicbhai74772 жыл бұрын
Godlike Tutorial THANK YOU
@Cedrek3 жыл бұрын
Thank you as always 😎
@doroteadollesin61022 жыл бұрын
good job! i bet you are great at making s! good luck
@brendandash7 ай бұрын
im trying to retopologize a hand but its hard because of the fingers- im using the polyquilt addon btw
@BOOMLAT5 ай бұрын
sir i am having braking problem after shad smooth ,now what can i do
@amanitamuscaria5863 Жыл бұрын
I have some mistakes in just sculption a sphere into body parts.
@halloo20halloo Жыл бұрын
Thank you for the tutorial, could please explain or make an tutorial how can apply texture from high poly onto the low poly which is already retopologiesed, Thanks,
@grabbitt Жыл бұрын
this can be a little bit of a long process which i go into in my character course
@eliaslns71433 жыл бұрын
Nice as always
@Xyzyz-f6d3 жыл бұрын
What another great video!
@bexymathew96683 жыл бұрын
Great workflow
@shaunreddiar7752 Жыл бұрын
I love your videos❤❤❤
@kyleheilig2553 жыл бұрын
Thank you, I needed this. My first project broke blender and it still looks low poly.
@dev2d1616 күн бұрын
What do you think about quad remesher addon for retopo
@grabbitt6 күн бұрын
It's really good one of the few addons I use regularly
@dev2d1616 күн бұрын
@grabbitt Thanks I'm planning on getting it
@Krishna-nf5ssАй бұрын
Does re-topology matters in 3d printing? Can we get good prints without re-topology?
@grabbittАй бұрын
not so much but its helpful to some degree to reduce the polycount when exporting but you can use the automated tools for that
@GODEDITS-W3 жыл бұрын
Grant you are the best
@GarviHere2 жыл бұрын
My tip would be : don't just add one vertex and quad at a time. Start extremely simple, enclosing holes and dents with stretched out quads cause then you can always add more loops later and use subsurface mod
@magnusm43 жыл бұрын
What's the difference and reason to retopologize normally like this, or doing like in your plank sculpting video and first sculpt the mesh, then make a duplicate. Then use a modifier on it that reduce poly count. Then finish the small touches of optimization by removing faces and vertices you don't need.
@grabbitt3 жыл бұрын
i'm not sure i understand the question
@magnusm43 жыл бұрын
@@grabbitt Normally you retopologize by extruding square faces across the model to get the base shape of the mesh. But this is how you did in your plank sculpt tutorial: First you sculpted the plank, called this the High Definition. Duplicated it and called that one Low Definition. Used the Decimate Modifier on the duplicate. Applied modifier. Merged more of it's vertices together to reduce triangles and faces. And that's it. In your video series here Part 3 quick retopology: kzbin.info/www/bejne/o2PJo3lsZ7-ebMU
@grabbitt3 жыл бұрын
One has much more control than the other
@sarahashemi65213 жыл бұрын
Hi. I like your tutorials. They are the best way to learn blender 🤗. Thank you so much for sharing them 👌💖. Recently, i heard about octane render engine for blender. It seems that this render engine is very fast and so poweful. Could you please share tutorials about it? Thank you very much ❤💖
@bdbjr283 жыл бұрын
thanks mr. abbitt!! have you tried the add-on retopoflow?
@grabbitt3 жыл бұрын
Yes I'm talking about it soon
@xcantenerealguy13614 ай бұрын
Is it needed for 3D printing? I am more interested to make assets to print but i want to understand if sculpting is enough or do i need to do retopo?
@grabbitt4 ай бұрын
Sculpting should be enough. A bit of an understanding of retopo helps but not essential
@xcantenerealguy13614 ай бұрын
@grabbitt thank you for clarifying. I am doing an intensive course for Blender, but I have not found an answer to this question as my goal for blender is to create models for 3D printing. 😀
@inkofthedragon Жыл бұрын
I'm new to modelling. I'm curious why sculpt a model with a high poly count in the first place if you know you'll need a low poly count in the end? Why not just sculpt a low poly model in the first place? Thanks from a noob
@grabbitt Жыл бұрын
You can still use the detail from the high poly in a normal map
@mr.lunatic3157 Жыл бұрын
so you can bake the high poly maps to the low poly model ..easily and you cant sculpt a low poly model 😂
@dubblesnup44573 жыл бұрын
Can you do a video about IK Rigging?
@KaiBuskirk3 жыл бұрын
super radd!!! Grant im looking through your demos around real world sizing and set ups? any pointers to your guides... thanks in advance... kai
@grabbitt3 жыл бұрын
Not really got anything on that
@KaiBuskirk3 жыл бұрын
@@grabbitt thanks.... was having problems with a plane 800mm x 800mm trying to sort a solution thanks grant...kai
@JavierD3 жыл бұрын
Nice video, answered my question precisely about retopo; quick question: How do you make the animation at around 2:15 ?
@grabbitt3 жыл бұрын
That was me moving around the view port with my new 3d controller
@1_Arii_1 Жыл бұрын
I have a basic understanding of retopolgy but its so hard... I dont know how to get better at it....
@grabbitt Жыл бұрын
It's just a practice thing
@1_Arii_1 Жыл бұрын
I dont want to be annoying. But I have so many questions. Is there a Place where I can ask them. Its more about how to do stuff..@@grabbitt
@grabbitt Жыл бұрын
try the different forums and discord servers :)
@p.s.l77773 жыл бұрын
just a question if i have a model with like 73.000 verticies should i then retology if i need it to be like 50.000 verticyes or what should i do then ?
@grabbitt3 жыл бұрын
Yes retopo
@bilgenathan70853 жыл бұрын
Grant i wonder why did you add subdivision surface modifier to your armor pieces in character courses in udemy and after you deleted them before you adding multires modifier ??
@grabbitt3 жыл бұрын
To give it more structure
@GC-vk2pg3 жыл бұрын
hey grant regarding cgboost courses, can i take master 3d scultping course without going through blender launch pad? im kind of only really interested in learning sculpting
@grabbitt3 жыл бұрын
I would say so yes but it will help to have an understanding of the basics but you don't need a big course to do that
@blanketparty52593 жыл бұрын
Great video Grant very informative. Im quite familiar with the high to low workflow. But I'm not sure what you meant by retopoligizing my sculpt and then running it through a multires? Do you mean the retopo? Or the sculpt to be run through the multi res?
@grabbitt3 жыл бұрын
both. I'll do a vid at some point
@blanketparty52593 жыл бұрын
@@grabbitt that would be great 👍
@aidanfordsword69543 жыл бұрын
Hey so I'm wondering. I'm trying to learn how to sculpt to print them out on my resin printer. Would I still have to retopologize?
@grabbitt3 жыл бұрын
No
@aidanfordsword69543 жыл бұрын
@@grabbitt awesome thanks! Also to for the heart!
@wege8409 Жыл бұрын
thanks grant
@gunnarb51943 жыл бұрын
When you say that a game model is typically 20-30 thousand faces, does that mean 20-30k triangles so I'd have 10-15k quads in a clean retopologized mesh?
@grabbitt3 жыл бұрын
I think it quads but can't remember now
@SianaGearz3 жыл бұрын
There's frequently a limitation that a game engine mesh vertex buffer for any given drawable must not contain more than 65535 vertices. If you had a mesh of 30k quads, you could be coming dangerously close to touching that boundary, and would need to tiptoe around in editing that you don't cross it. But if you're at half that figure, you don't need to worry too much that the next minor editing operation will suddenly make too many polygons. It's fundamentally possible to make bigger meshes than this count, but they'll take twice as long to transfer to the GPU for the same number of vertices and will take up twice as much VRAM. Generally you want to keep your polycount as low as you can while achieving your visual goals. Micropolygons are bad for performance. Thanks to unified shaders, consider that you have a budget to compute several million pixels + vertices in total, with a little weighting perhaps, so excessive vertex count in millions in total for the scene absolutely will eat into your pixel budget, for one, and for other, rasterisation actually happens in blocks of several pixels per polygon, like 8 or so, and when most pixels in this block aren't occupied by the polygon that is being currently rendered at all, well that's wasted performance. So if your average polygon size as-rendered is smaller than several pixels, the performance can start to fall off a cliff. There is no abstract guideline to how complex a model should be, without considering the type of model and the scene as a whole. Do you have LODs? How many models will be visible? How much screen real estate are each expected to take up? How much overdraw is there? Because ultimately you need to keep not so much perhaps a single model within any given budget, but you predominantly need to keep the complexity of the whole scene to a reasonable level. A scenario with thousands of entities will have different requirements than one with just a dozen. It wouldn't be perhaps too absurd (though maybe still excessive) to see a 1vs1 fighting game dedicate like 300k polys per character, and have them split into like 10 different drawables each, and maybe give 10k polys to the whole environment otherwise.
@gunnarb51943 жыл бұрын
@@SianaGearz Thanks for the awesome reply, that explains a lot =)
@cabeunicolas60693 жыл бұрын
Can you make the rig to non distort the stuff of the character please ?
@grabbitt3 жыл бұрын
That's down to the character not the rig often
@cabeunicolas60693 жыл бұрын
@@grabbitt If you create simple character and you add the stuff for exemple bag or chest ?
@hsab59273 жыл бұрын
thanks for the Video
@saantromero_art3 жыл бұрын
Awesome!
@bexymathew96683 жыл бұрын
Just one doubt,is it ok to do subdivision surface.will it be laggy ?
@grabbitt3 жыл бұрын
Not sure what you mean
@bexymathew96683 жыл бұрын
There is a modifier for subdividing surfaces, right
@bexymathew96683 жыл бұрын
When we finish retopology, is it ok to subdivide the surfaces
@knightsredemption81723 жыл бұрын
Bro remember the fundraiser you did I can’t find the link to the corses
@grabbitt3 жыл бұрын
Links are in the description. My courses so still have a discount but not as much as over that weekend
@knightsredemption81723 жыл бұрын
Ok thanx
@mrhollywood11733 жыл бұрын
EXCELLENT Grant !
@CapsVODS3 жыл бұрын
can you bring back the link where i can buy you a drink? i was just talking about retopology yesterday with my friend, and i said i wasnt exactly sure what it is. So this was right on time
@grabbitt3 жыл бұрын
yeah my paypal is in the description :) thanks
@CapsVODS3 жыл бұрын
@@grabbitt oh my bad missed it!
@aivariukas3 жыл бұрын
Superb
@__Rizzler__3 жыл бұрын
Love it nice.
@ziyad38253 жыл бұрын
why did u stop making the game ready axe tutorial
@grabbitt3 жыл бұрын
Views were very low and I think there was enough for people to compete it now on their own
@ziyad38253 жыл бұрын
@@grabbitt oh ok
@darth_hylian3 жыл бұрын
Making game assets I assume you're a bit of a gamer yourself. What are some of your favorite games?
@grabbitt3 жыл бұрын
Have'nt played a game for a while but witcher 3 is still my fav
@PZAXR3 жыл бұрын
I actually figured out how to skip sculpting and retopology. XD
@adityaprabhu13072 жыл бұрын
61 years old and just purchased tNice tutorials software. i love making my own soft
@localthreat11643 жыл бұрын
You should give that low poly model you made a year ago with the rigging tutorial you should try to give it clothes
@jimidoodles2 жыл бұрын
The first character looks like Chrono from Chrono Trigger. Like a revamped version.
@RayStudio953 жыл бұрын
Yeah Retopo is very useful. Better get used with it
@trifilosgrАй бұрын
soooo haven't watched this vid all yet but i got a question which i don't want to forget so essentially n-gons is a type of a geometrical shape that only bring in bad new and that n-gon is only a name to identify this shape the harbinger of the end times in the end but my question is... is there a good use for n-gons shapes or is it just a super red flag whenever you cross it?
@tysean08163 жыл бұрын
I hate it so bad. I've got tones of sculpts still trying to figure this out.
@grabbitt3 жыл бұрын
maybe wait to find out about the automated tools in the next video
@keelfly Жыл бұрын
You should also focus on WHEN we need it. We don't always need it really. Too much importance has been put in Retopology and Unwrapping, and it is not always necessary to waste so much time.
@pratyushgupta89993 жыл бұрын
my pc chokes when sculpting high poly
@prettyskeasy Жыл бұрын
Ahh I misred the title. I read "Reptology" and wondered if this is a very special modelling teqnic for reptilian humoids.
@1089-w4g2 жыл бұрын
missing my ti line sir.
@blendermerchant2 жыл бұрын
What do you guys to keep yourselves awake through these blender tutorials?
@nelyrions18383 жыл бұрын
5 minutes into the video and i can already hear the screeching and whining from people who use booleans and doesn't clean up afterwards, you know who you are, please stop.
@yezzzsir3 жыл бұрын
The Good the Bad & the Ugly. Nice one lol! (wasted on the young ;-) )
@Barriertriostruckapose2 жыл бұрын
literally everyone over the age of 12 knows that movie