Perceptually Lossless Retopology - Lose no sculpted details + Petik Addon

  Рет қаралды 29,112

Studio Fantasy Developer

Studio Fantasy Developer

Күн бұрын

Learn how to keep all of your sculpted details when retopologizing onto a lower polygon model!
Using the power of Blender's multiresolution modifier, you don't have to lose a single detail!
Shout out to the Petik Addon for assisting me in the retopology process!
--LINKS --
Petik Addon: blendermarket....
#blender #blendertutorial #blenderartist

Пікірлер: 59
@DevianceStudio
@DevianceStudio 2 жыл бұрын
Great video and tutorial that promise a very good channel incoming. Just one little tip to gain a few seconds for that case: you can use directly the multires modifier on top of (ie. before) the shrinkwrap, click subdivide five times and apply the shrinkwrap. The magic here is that it saves the shrinkwrap informations inside the multires modifier. And you can, of course, continue to work on the five level of details, and still undestructively. Blender is lovely. Keep providing tutorials and arts guy! You do a great job in here.
@StudioFantasyDev
@StudioFantasyDev 2 жыл бұрын
Great suggestion on saving some time! Thank you!
@DiThi
@DiThi 2 жыл бұрын
Even though that can save time it may produce worse results in some cases: Each projection of each subdivision projects from the center of the faces relative to the previous subdivision and not relative to the subdivided base mesh. Or at least that's why I think each level was applied separately.
@ivanmatthews5245
@ivanmatthews5245 Жыл бұрын
I wish more people could understand real-world problems like this and help us out instead of a random tutorial out of the blue. Kudos!
@KRIMZONMEKANISM
@KRIMZONMEKANISM 2 жыл бұрын
A fun fact. At 4:00 you don't need to "add" geometry via subdvision modifier. You can simply add a Multires modifier and the higher levels of resolution will be shrinkwrapped onto the mesh as well. Edit: I also reccomend that you go further beyond by sculpting additional detail, if needed, and that if you wish for the base mesh to be as close as possible to the highest multires level, that you use the "Apply Base" option. It doesn't affect the final levels, it makes the lower levels more in line with what the most detailed form is.
@edh615
@edh615 2 жыл бұрын
yeah that's the whole point of multires, it was funny to see all those steps.
@StudioFantasyDev
@StudioFantasyDev 2 жыл бұрын
I'm a funny guy! Always learning something new every day
@edh615
@edh615 2 жыл бұрын
@@StudioFantasyDev That's the way.
@kittensteaparty
@kittensteaparty 2 жыл бұрын
Thanks for sharing!!!
@KRIMZONMEKANISM
@KRIMZONMEKANISM 2 жыл бұрын
@@kittensteaparty No worries friend :)
@antonkalashnikov572
@antonkalashnikov572 2 жыл бұрын
For quick smooth in blender use mesh filter in sculpt mode and choose smooth option
@tsukieienno1704
@tsukieienno1704 2 жыл бұрын
Great video and tutorial. However, please increase the volume in future videos, I had to crank up the volume to nearly maximum to hear what you say.
@mathesonjake
@mathesonjake Жыл бұрын
Shhhhhh I can't hear him
@mathesonjake
@mathesonjake Жыл бұрын
Thank you for sharing. Also the contributing commenter. Great stuff, this community is brilliant.
@paulandrews__
@paulandrews__ 2 жыл бұрын
Appreciate both your videos so far. Thank you. Please share more about the process of edgeflow and retopology.
@KamikazexD43
@KamikazexD43 2 жыл бұрын
Wow... Im definitely looking at buying petik next time I'm working on something like this. Awesome video!
@darrennew8211
@darrennew8211 2 жыл бұрын
It's also very easy to bake normals from the higher levels of multirez onto the lower levels.
@TheDarknessTroller
@TheDarknessTroller 2 жыл бұрын
Great video! And I would very much like a tutorial on retopo
@StudioFantasyDev
@StudioFantasyDev 2 жыл бұрын
Definitely going to do this! I have a fun new idea for a tutorial :D
@NohuHeXe
@NohuHeXe 2 жыл бұрын
Thx for sharing. Great tutorial. It's help a lot.
@Lance_G
@Lance_G 2 жыл бұрын
Subscribed for the full Petik workflow - amazing tutorial
@pv8685
@pv8685 2 жыл бұрын
awesome tutorial!
@StudioFantasyDev
@StudioFantasyDev 2 жыл бұрын
Thank you!
@Thatindianguy.
@Thatindianguy. 2 жыл бұрын
ohh thatss gooodddd.......
@3d-illusions
@3d-illusions 2 жыл бұрын
Another option is to use the exoside quad remember for $15 you get three months and it does a great job with no manual work .
@BestMods168
@BestMods168 2 жыл бұрын
Ive had mix results with that software. Tried it twice. So i saved up and got zbrush on sale. Worth it.
@3d-illusions
@3d-illusions 2 жыл бұрын
@@BestMods168 the same guy write both of them 👍
@kugraw9
@kugraw9 4 ай бұрын
Shame the addon went up in price, but still reasonable. Nice vid ^^
@BestMods168
@BestMods168 2 жыл бұрын
Looks interesting. I wonder if anyone created a retopo add on that can snap to the high res so that sharp corners and specific vertice locations can be retained.
@Tarex_
@Tarex_ 2 жыл бұрын
This is great, for me for whatever reason with all blender versions unsubdivide literally immediately upon pressing it crashes and closes blender
@burakgok2909
@burakgok2909 2 жыл бұрын
hello nice tutorial but just wondering what's the difference why didn't you directly use multires + shrinkwrap instead of the subdivision + shrinkwrap 5 times than multires ?
@sebbosebbo9794
@sebbosebbo9794 2 жыл бұрын
why copy and apply this multi.times...? hmm thought the new Multi.modifier can do it...
@Jesusnovocastro
@Jesusnovocastro 2 жыл бұрын
hola siento no hablar ingles .Pero si al objeto lowpoly le añades un multires alto y aplicas el modificador skrinkwarp tab lo hace
@sureshpather1645
@sureshpather1645 Жыл бұрын
I followed as you said .... And got results .... To .... But there is a problem after applying multiresolution it again turned into high poly mesh .... Is there a way to apply multiresolution..... If it have ... Please tell me ..
@angus96elliot
@angus96elliot 2 жыл бұрын
not knocking blender at all, its an amazingly powerful tool. but this is literally like 4 clicks in zbrush, duplicate mesh, zremesh, ctr+D to subdiv, hit project after each subdiv.
@timothy209
@timothy209 2 жыл бұрын
I'm super confortable sculpting and doing retopo in ZBrush but the prospect of being able to to that in freeware is cool. It's a shame there isn't a similar workflow
@elijahtommy7772
@elijahtommy7772 2 жыл бұрын
Yeah but you pay $900 just to save like 10 minutes in retopologising
@angus96elliot
@angus96elliot 2 жыл бұрын
@@elijahtommy7772 when you have to do that to 400+ subtools in a single project (mechs/vehicles etc) thats like 60+hours of retopo, say your time is worth $20/hr thats $1200 in labour you just saved.
@BestMods168
@BestMods168 2 жыл бұрын
You can get it on sale for like 700. Serious people will get it no matter what. People blow money on new phones without batting an eye or blow hundreds every weekend on liquor and partying. Its all on ones priorities.
@ibmbazarra
@ibmbazarra Жыл бұрын
Hi! After applied some Subdivision Surface and Shrinkwrap modifiers and try to unsubdivided with the multires, it says that "no valid subdivisions to rebuild lower level". Does anyone have the same problem?
@bernieapodaca2912
@bernieapodaca2912 2 жыл бұрын
Great video…. Please place a link to the addon.
@StudioFantasyDev
@StudioFantasyDev 2 жыл бұрын
Thanks! My goodness great suggestion. I don't know how I overlooked that, all my videos will now have links and have been updated! ✅
@turtlehelmmemes
@turtlehelmmemes 2 жыл бұрын
Great video! I have been struggling with this for ages and this really helped me out! I have a question, how would I use this in a game engine like unity? Because exporting a model automatically applies modifiers and that then increases the face count back up to the several hundred thousands. It also does they same when animating and posing inside blender itself. When you go to move the model it is really laggy unless you turn the subdivisions on the multires modifier back down to 0. Thanks!
@checkmate8015
@checkmate8015 2 жыл бұрын
Im new to game dev and 3d modelling, after the remesh Retopology my character has about 15 000 triangles, i never imported to unity before , how many faces and or triangles are ideal for unity and im busy looking for a paid or free Retopology tool i can use any suggestions
@turtlehelmmemes
@turtlehelmmemes 2 жыл бұрын
@@checkmate8015 I am unable to properly import things into unity because of the issues stated above however It is recommend for a game character in unity to have around 10-15 thousand faces also a good auto retopologise tool is “instant mesh” it’s free and works really well. there are a bunch of videos on it
@checkmate8015
@checkmate8015 2 жыл бұрын
@@turtlehelmmemes thanks man
@temiztoklez1098
@temiztoklez1098 2 жыл бұрын
still need help? Id gladly help both if you still need anything cleared out... so exporting say... to FBX from blender applies all modifiers unless stated otherwise, so to have a model with detail one would use a lower poly mesh and use a normal map baked from the multi res to emulate detail. the normal map has its strong points on micro detail say wrinkles and scratches, small crease or such, medium detail is best to have a combination of eleveted poly count, say near the star of horns /the little inflated part around the base) and normal map where it can shade smooth the transition of the bump... for large areas like back or arms its best to have "large" quads cus almost nothing occurs there its usually smooth.
@StudioFantasyDev
@StudioFantasyDev 2 жыл бұрын
Baking from multires is a fantastic solution to the poly limit in games! This is what I would recommend with this retopology workflow.
@jonahoskow7476
@jonahoskow7476 Жыл бұрын
Can you still animate this with bones/joints?
@I-VisiBomb-I
@I-VisiBomb-I 2 жыл бұрын
wouldn't it be better to just bake this as a bump map?
@StudioFantasyDev
@StudioFantasyDev 2 жыл бұрын
Always looking for better ways to do things, do you have a link?
@Rhodochrone
@Rhodochrone 2 жыл бұрын
The audio in this video is extremely quiet.
@StudioFantasyDev
@StudioFantasyDev 2 жыл бұрын
Fixed in future videos, sorry about that!
@antonkalashnikov572
@antonkalashnikov572 2 жыл бұрын
For quick smooth in blender use mesh filter in sculpt mode and choose smooth option
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