Dyntopo is really great for saying "screw the rules, I want a new arm." Remesh is more useful when you say, "i messed up, please add this new arm back to the body."
@Blamesy9 ай бұрын
Haha well said
@MWSculpts2 жыл бұрын
Sweet, that's a great explanation of both and when to use. As someone who has gotten into the routine of just remeshing, sometimes my viewport gets a bit laggy with all that uneeded geometry.
@Noggi_3D2 жыл бұрын
Yeah, it was surprising how well they work together once I looked more into them. But it's easy to also just stick with one, because it feels like you have to choose. :)
@manu901able Жыл бұрын
Probably the best explanation, I've been looking some and this one go straight into the target, everyone should watch this after learning to set dyno and remesh options.
@homelessperson5455 Жыл бұрын
Thanks for the explanation! Also, I think I'm going to have to look through all the sculpting tools sometime after the wizardry you pulled at 3:40
@Noggi_3D Жыл бұрын
Haha! I used the simplify brush to add more geometry to the horn, then used the draw brush with a texture to draw these fine details and refined the structure with the crease brush. :)
@froryte Жыл бұрын
i wish i found this sooner, really compact, easy to understand explanation of it! direct to the point explanations are the best
@joshua427772 ай бұрын
Thank you for making these tools make sense in a proactical workflow!
@Jjannaway3D2 жыл бұрын
Have you spent much time with the multi res modifier? It used to be the only way to sculpt, it performs much better then the other methods in my experience and is perfect these days for when adding fine / micro details like pores and wrinkles etc.
@Noggi_3D2 жыл бұрын
If you're starting with a base mesh, it's a great way to sculpt.
@chryzopraz Жыл бұрын
Extremely useful, I am doing my second project after low poly body. That is what I was looking for. As my card is starting to burn after constant remeshing.
@venomous Жыл бұрын
ok this is exactly what so many people wanna know, than you so much for explaining all of this
@leastexpected31152 жыл бұрын
NOW i understand what and when i should use. Thank you!
@suukushisakura933310 ай бұрын
Ok, that was surprisingly on point
@benfluencer64417 ай бұрын
youre the best for making this video. exactly what i needed
@krinodagamer63132 жыл бұрын
thanks for explaining Dyntopo more because I like using it first
@teabagNBG Жыл бұрын
i recently started blender and scultipng.. this is exaclty what i was looking for... been asking my self this when to use what ...
@MegioSol2 жыл бұрын
Great tips, straight to the point
@rodneyabrett6 ай бұрын
Is there a way you can project details between arbitrary meshes like Zbrush? For example, take another model that occupied the same volumetric space and project the sculpt information to another mesh. Thanks.
@Huguillon Жыл бұрын
Great advice at the end, I'll try it. The best option is always retopology and multiresolutin modifier, but the principal problem with that in Blender (in comparation with ZBrush) is that the auto Retopology in ZBrush works really good and in Blender is still very basic and not always you can have a good result.
@Noggi_3D Жыл бұрын
True.
@Grace-jb7me Жыл бұрын
Theoretical question here: If I were to sculpt a full body in one blend file then add appendages like hands and feet from another file, would remeshing regress my progress of dynotopo detail I'd done on the face, or would there be a way to remesh just the articulation at which those parts of the body meet? Sorry if my question doesn't make sense. Would be happy to clarify
@Yarsig Жыл бұрын
As long as you remesh with the same voxel size as the face, then only the lower voxel object would change. (Hands, feet, body, etc.) For example, if you take a high poly body, attach low poly hands to it, [Ctrl+J] then remesh with the same voxel size you were using on the body, the hands would change, (they would gain more detail) but the body would stay the same.
@rusticagenerica2 жыл бұрын
Very useful ! Thanks !
@bunnyfreakz Жыл бұрын
Dynotopo is great for sculpting but need retopology if you wanted low poly of it.
@Noggi_3D Жыл бұрын
True. :)
@shadovahlis93132 жыл бұрын
Hi ! Thank you very much for this video ! I have a question about the art with the blue big cat with the horns, where did you find it please ? Would like to see the original artwork because it's great ! And the sculpt about it is amazing as well !
@Noggi_3D2 жыл бұрын
Here you go: twitter.com/gveanel/status/1363669556422725633?s=12
@shadovahlis93132 жыл бұрын
@@Noggi_3D thank you ! :)
@alwaysthisnicknames Жыл бұрын
i'm more interested in that cute dog you made. what about a full tutorial?
@angelesteban44002 жыл бұрын
Best tutorial ive evr seen bro ur d best!!!!!
@Noggi_3D2 жыл бұрын
Thanks! :D
@bluething3D2 ай бұрын
As a game dev i use multirez instead of either of these 🌞
@NohuHeXe9 ай бұрын
thx, good video, and a good solution, for my inner conflicts 😁
@nelsonlima3D2 жыл бұрын
yeah that s the way!
@swordartdesign2 жыл бұрын
thank you so much, this is gold mine for me :D
@Noggi_3D2 жыл бұрын
I'm glad you like it. :)
@gorkemvids4839 Жыл бұрын
Nice and short. Take my upvote.
@Noggi_3D Жыл бұрын
thanks :)
@mywaymyfuture8919 Жыл бұрын
I got that they both win, using both of them is good for sculpting and melting my cpu
@Shakespeare1612 Жыл бұрын
Is there any way to sculpt and paint at the same time? Like the horns for example, I would love a horn sculpting brush that knows, already that it should be a different material. At least, could way get stencil brushes to automatically create vertex groups, when they are applied? Then we could come in later and easily assign materials to those groups.
@Noggi_3D Жыл бұрын
That would be cool, but I don't think that's possible, unfortunately. :)
@GraniteFaun2 жыл бұрын
I love the model you created there
@Noggi_3D2 жыл бұрын
Thanks! :)
@blaze8076 Жыл бұрын
Instant follow. Super helpful!
@caffeinatedteddy21102 жыл бұрын
0:56 i'm watching this at 2 am and holy moly that made me trip SO BAD
@HevonCZR2 жыл бұрын
Very good explanation!! Thank you so much!
@sf46032 жыл бұрын
Ya i really hate when things merge together because theyre too close when you remesh, i wish there was a way to exclude sections of your mesh from the remesh process. I was kinda dissapointed when i found out the perserve mask option doesnt preserve the topology it just reapplies the mask on the selected area after the process :/
@Noggi_3D2 жыл бұрын
Yeah, the best way I found to avoid merging is by separating the parts that are close together into individual objects. It's not perfect, but it works. :)
@akshay_m2 жыл бұрын
Where did you get the reference image from? It's beautiful. I want to make it as well.
@Noggi_3D2 жыл бұрын
I found it on Pinterest. Here's the original: twitter.com/gveanel/status/1363669556422725633?s=12
@akshay_m2 жыл бұрын
@@Noggi_3D Thanks
@tony-mora9 ай бұрын
Great video!
@kingsridge2 жыл бұрын
Awesome video! Subbed
@Rictue2 жыл бұрын
this video is life saver
@Noggi_3D2 жыл бұрын
Nice to hear. :)
@Киноварь Жыл бұрын
I prefer to use dyntopo but both are good tools
@WyMustIGo4 ай бұрын
Why did you skip over Multires?
@barombolobombolo15012 жыл бұрын
in both cases the topology is poor tho, my guess is it works for things that will not be implemented in a game because of all the triangles and broken topology, but i could be wrong. then again using quad remesher or redoing the topology by hand should fix the problem.
@Noggi_3D2 жыл бұрын
Yeah, retopology is required after finishing the sculp to make it usable for other stuff like games. :)
@barombolobombolo15012 жыл бұрын
@@Noggi_3D Got It, thanks mate
@knightguy26992 жыл бұрын
Simply you have three options, simple, moderate and lag, just one thing, don't go crazy with the mesh count😂
@Noggi_3D2 жыл бұрын
Exactly. The good thing is, Blender is quite resilient. It'll more likely freeze for a long time rather than crash. So if you want to add insane amounts of detail, it's possible, you just have to wait a long time between each brush stroke. :D
@Mocorn2 жыл бұрын
I wish it was easier to see which brushes in blender actually ads topology with Dyntopo active. Snake/hook brush does this but other than that I'm not sure.
@Noggi_3D2 жыл бұрын
Yeah, it's weird.
@Arjjacks2 жыл бұрын
Pretty much all the brushes add topology with Dyntopo. The only exceptions are a few of the yellow ones, like grab, elastic, rotate and pose, and the smooth brush. Otherwise, the rest all add topology.
@krinodagamer6313 Жыл бұрын
Im creating a sculpting AI its gonna be amazing
@Noggi_3D Жыл бұрын
Sounds interesting. :o
@Bloodonmyknife2 жыл бұрын
Can we get a video on how to sculpt fur like you? I've been trying different ways but none of them look like the one you did in this video.
@Noggi_3D2 жыл бұрын
For the one in this video, I used a custom texture mask with a few dots spread around. This way it works like a comb. :)
@nostalgianinja Жыл бұрын
Okay, but what about Multires modifier? What are your opinions on multires sculpting?
@Noggi_3D Жыл бұрын
The best if you have a base mesh. :)
@Azzazel_2 жыл бұрын
Definitely i'm going to stick to zbrush for some things, is years ahead of blender in terms of sculpting
@Noggi_3D2 жыл бұрын
I need to try it at some point. I don't feel like I'm missing something, sculpting in Blender, but maybe just because I'm not aware of everything ZBrush can do.
@21Liberdade Жыл бұрын
Meanwhile, myself as a beginner, using a Multires modifier to crank the vert count up to millions
@Noggi_3D Жыл бұрын
Haha! The Multires Modifier is great if you have a basemesh. Otherwise it can be pretty inefficient when you completely reshape the mase model. :)
@supercrazy50000 Жыл бұрын
me who uses normalmap and displacement and make a head with a sphere: 👁👄👁
@al-mughnee2 жыл бұрын
YES! I LOVE YOU!
@TheTyroofToriyama Жыл бұрын
So this will feel a bit closer to z brush sculpting?
@Noggi_3D Жыл бұрын
I haven't used Zbrush yet so I don't know. But it should make the sculpting process run smoothly. :)
@devmoorthiabeysekara14402 жыл бұрын
Thanks!
@Noggi_3D2 жыл бұрын
My pleasure. :)
@DaylightDev Жыл бұрын
Why didn't I find this 6 months ago P. S. I was trying to make some complicated fantasy-styled terrain (with caves and stuff, so I needed a mesh) by sculpting, but found out that I didn't have enough geometry XD
@Noggi_3D Жыл бұрын
Oh wow. Well, I hope you can sculpt your dream terrain now. :D
@ZZWWYZ2 жыл бұрын
Hi, what PC rig do you have ? I tried Blender sculpting but the program always crashes whenm it gets a little bit dense. I wonder if it GPU or CPU that I need to upgrade to sculpt in Blender
@Noggi_3D2 жыл бұрын
I had a GTX 1060 6GB and an AMD Ryzen 7 2700x. I'm very bad with PC hardware so I couldn't tell you which one is more important for sculpting. :)
@leandro878 Жыл бұрын
Is there a full video of the sculpt you did in this video?
@Noggi_3D Жыл бұрын
I created it on stream. You can find the VOD on my stream archive channel (Description).
@TheAkafa7 ай бұрын
It is twitch chat addon? What is that?
@MrBobcow2 жыл бұрын
No word about Multiresolution modifier
@Noggi_3D2 жыл бұрын
For Multiresolution you need a basemesh to work efficiently.
@shanoto3203 Жыл бұрын
im kinda newer to blender so what is the coloured parts in 1:48 known as?
@peacefusion Жыл бұрын
Its a visual, when you turn on metacap on the top right to see your model in different materials. Multiple colors means he attached different meshes together.
@josephvanwyk20882 жыл бұрын
WOW, thanks, always want to get this answer.
@ih4269 Жыл бұрын
Great video. I'm trying to clean up a skull I sculpted but when I remesh at a voxel size that allows me to keep my details the poly count is even higher. Is there something else I can do? Thank you!!
@kantarell Жыл бұрын
Use a multi resolution modifier
@ih4269 Жыл бұрын
@@kantarell Thank you
@tiagotiagot2 жыл бұрын
What about multires?
@Noggi_3D2 жыл бұрын
Multires needs a good base mesh to work well. These two don't.
@supa3ek Жыл бұрын
I made a great character then decided to remesh and ....BOOM.....every little detail that was close joined into 1 big fat mess which i couldnt unjoin no matter what i tried........arggggggggggg. Tried deleting parts and redoing, rejoining, masking, layering, and it all went downhill from there. It was quicker to restart and make sure parts are not close. Learn the hard way
@Noggi_3D Жыл бұрын
Yup, That's the problem with Remeshing. I wish you could mark areas that are not supposed to join together.
@stormk-11302 жыл бұрын
So wich one you use more?
@Noggi_3D2 жыл бұрын
I think that's very dependent on the project, but for most probably remeshing. :)
@murdocklesban68362 жыл бұрын
DYNOTOPO THE BEST OF THE BEST
@pixelpusha2 жыл бұрын
Sculpting like a pro video should not ignore multires, in my opinion, of course. :)
@Noggi_3D2 жыл бұрын
Multiresolution requires a basemesh to work well. That's why I haven't included it here. :)
@pixelpusha2 жыл бұрын
@@Noggi_3D Ideally yes but it's not a must. It's possible to use low/mid res remeshed model if retopo isn't an option. Use shrinkwrap to transfer smaller details to multires. Multires will keep that detail when you apply shrinkwrap.
@Noggi_3D2 жыл бұрын
@@pixelpusha With basemesh I mean something that's not a primitive shape and has the shape of what you want to sculpt. Whether it's remeshed or retopologized. If you're transferring the detail, you're not really sculpting with it. :)
@pixelpusha2 жыл бұрын
@@Noggi_3D I mentioned transferring details in case sculpt got that far. Personally i use remeshing for primary and somewhat secondary shapes. Then i retopologize and switch to multires.
@DimaPixar2 жыл бұрын
tNice tutorials really helped
@Noggi_3D2 жыл бұрын
Thanks! I'm glad it was useful to you. :)
@Buped2 жыл бұрын
Damn I will give up
@Noggi_3D2 жыл бұрын
Why?
@Buped2 жыл бұрын
@@Noggi_3D I'm totally new in this and this is perfection I couldn't reach that level how many practice and ...nevermind I'm out
@Noggi_3D2 жыл бұрын
If you practice for 15 minutes and reflect on it every day, you will be shocked what you can achieve in a year or even a month. :)
@Bear_gum Жыл бұрын
G_G
@hameddesign702 жыл бұрын
dyntopo is useless in terms of performance and is more adviced for kids mostly
@Noggi_3D2 жыл бұрын
They both have their advantages. Try adding fine details with remeshing for example. :)
@hameddesign702 жыл бұрын
@@Noggi_3D i wont use dyntopo for literally any s*** , i increase the details step by step , i won't jump to fine details straight, i'll add them after retopo and by using multires modifier , in that way the polygon size ratio will stay good and normal map baking will be a lot more easier