Thank you from the future. For anyone watching this, if they still have that stretched out vertex mess after also turning on Negative, just play around with the limit, and that did it for me.
@yeettheskeetboi80892 жыл бұрын
This is such a good simple solution to detail projection in Blender, your tutorial was super helpful. I spent hours trying to bake the normals of the high poly onto the low poly in Blender with mixed results but this worked in under 5 minutes. Thank you!
@jonsin7671 Жыл бұрын
Ye but it doesnt keep low poly count so idk
@KayzewolfАй бұрын
This is actually great for a separate meshes method while sculpting (like fingers since remesh can lose details or web them). You'd finish the hi mesh and then retopo as one mesh, then use this method to get a perfectly attached hi res model AND still have your low poly model. Great for then baking the normals (which would be off with separate mesh) of this corrected hi res to the low res.
@paulsingh29312 жыл бұрын
Jesus christ you are a god so many 20+ min videos but you got straight to the point! thank you!
@greenfoxgrasstail2534 Жыл бұрын
Thanks for the explanation. Already wondered how people would do it, aside quick fixes with mean grease.
@The-Qwertyuiop1234 ай бұрын
Now reshape is an option. Put models in the same location, select high poly, select low poly with multi res, click reshape under the shape bar on the multires modifier. Produces better results for more complex models than the video method
@ldm4 ай бұрын
Thanks for sharing!
@morivy3 ай бұрын
Well, that'd be great... if it actually worked that way. Seems like you're leaving out some crucial details. Because I can't get Reshape to make the low-poly mesh conform to the original at all. When I add the Multires modifier to the low-poly object and select the high-poly followed by the low-poly version, I get the error "Objects do not have the same number of vertices". Are you sure this feature was even meant for this kind of low-poly mesh workflow? Because I'm really starting to doubt it
@The-Qwertyuiop1233 ай бұрын
@morivy you it's been a while since I used it but the high res should have been created by subdividing a copy of the low res and then sculpting it. Then you give the low res a multires, use that to subdivide low res as many times as you did to the high res, and they will have the same number of vertices. Then you can use reshape so the multires low poly looks the same as the high poly
@The-Qwertyuiop1233 ай бұрын
@@ldmyou're welcome!
@Gustmazz Жыл бұрын
This is absolutely awesome! Thanks, Louis!
@Riley_Christian2 жыл бұрын
So cool how the multires can inherit the detail from the shrinkwrap. I wasnt sure it worked like that at first, and now I feel like a GOD !
@erz30304 жыл бұрын
Excellent little rundown, thank you for the demonstration :)
@App-Tips Жыл бұрын
This is super, mega, ultra useful! Thanks!
@Pneumanon Жыл бұрын
Great quick tutorial. Best one on this subject that I've found. Unfortunately for me, I'm getting a lot of mesh tearing in the crotch area of my character when I use 'Project' in the shrinkwrap modifier, and weird distortions on any creased areas when I use 'Nearest Surface Point'. I must have done something wrong during my sculpt...
@The-Qwertyuiop1234 ай бұрын
Use reshape on the multires if you have the problem
@mmertduman3 ай бұрын
And the good thing is now you can bake the normals onto the low poly mesh directly through the multires modifier, which I find works better and is simpler than baking from the high poly mesh with the horrible topology!
@bao007fei4 жыл бұрын
This's exactly I'm looking for. Thank you so much.
@primaldeee19814 жыл бұрын
Thanks for making your videos
@Nkanyiso_K4 жыл бұрын
Thanks man, you're a life saver!
@user-16.l9148 ай бұрын
thanks
@Stephen-nz5rd2 жыл бұрын
Great tutorial, quick and to the point! I do have a question though: if I do weight painting after this, it's clear that it's painting on the low res mesh. If I later pose the model and then crank the subdivisions back up to get the sculpt detail, I have these ugly squares everywhere since the weight paint texture isn't high enough resolution. What should I be doing differently to get good weight paint?
@tanyaturetsky3243 жыл бұрын
Thank you so much!!! It worked
@blendragon28 Жыл бұрын
Do you apply the multires after the shrinkwrap or what? I'm a bit lost on this part. What if I want to export the finished model to another program?
@Forkisnotaspoon4 жыл бұрын
Sir, thank you so much!
@bluethumbbuttoneek94653 жыл бұрын
Nice coming from zbrush experience this looks easy to do in blender too
@LauritsR8 ай бұрын
How do you do this with stuff like Clothing?? IT completely fucks up my geometry when I try to do it on a coat I've modeled.
@The-Qwertyuiop1234 ай бұрын
Try the reshape method, using the multires reshape option. It works better for more complex models
@mistercatus3 жыл бұрын
Most helpful!
@andreymateohernandez6833 жыл бұрын
Thanks a lot bro!
@pandamanou3 жыл бұрын
the problem how did you get that good low poly in the beginning ?
@cloudlove13 жыл бұрын
He said at the start he brought it into zbrush (another sculpting program that is not free) and used "zremesher." It will take a high poly mesh and make it as low poly as you want. You can even reproject the details in zbrush. He also said there's a blender add on that does something similar, but you have to pay for it. If you don't want to do any of the above, you need to learn how to retopologize in blender, which takes a long time, but is doable with tutorials.
@pandamanou3 жыл бұрын
@@cloudlove1 thank you my friend for the help 😁🙏
@cloudlove13 жыл бұрын
@@pandamanou your welcome, I wish this stuff was a little easier for everyone 😪
@joacocavo27453 жыл бұрын
Excelent, thank you
@jascrandom98554 жыл бұрын
You might want to update your Blender to latest experimental version. Pablo Dobarro just dropped a new "Rebuild Subdivisions" bottom.
@Strudelbrain4 жыл бұрын
Wow, just tried this and it's amazing! Just a quick question, what's the difference between this solution and baking a normal map from the hires model to the low res in terms of further usage of the model (rigging, animation)?
@ldm4 жыл бұрын
I've been using this technique a lot and have not come across any issue with deformations when animating. I'd think baking the detail into normals would make for a lighter setup that can easily be transferred to game engines etc, but I like having the actual geometry displacing and having the ability to adjust the high res throughout animating and lighting down the line, even when posed. Could re-bake, but saves that step.
@Strudelbrain4 жыл бұрын
@@ldm thank you!
@darkframepictures2 жыл бұрын
Once you use this method, you can then bake the normal map info to the optimized low poly model, and it will retain the multi res mod detail. Essentially you can then delete the multi res modifier and have a low poly model with the high poly detail, good for game engines/animation/AR/etc.
@DanAlm134 жыл бұрын
very cool !!
@noidea83972 жыл бұрын
Hey bro does it effect the animation if there is large voxel size in retoplogy and (one more) is there supposed to be only same shapes in the retoplogy and will they effect the animation , By the bye thank u very much ur putting in a lot of effort 🔥👍.
@Zev_Reef4 жыл бұрын
Is there an advantage to using the Project rather than the default Shrinkwrap settings?
@ldm4 жыл бұрын
For me 'project' has given better results when it comes to creases in the mesh, or when say 2 legs are very close together and the default option would snap some vertices to the opposite leg. I tend to just Flickr through them and see which gives the best result.
@Zev_Reef4 жыл бұрын
@@ldm I do have issues with creases and sharp areas using the default
@CopyCatBlack3 жыл бұрын
okay is there a way when i use multires modifier my model becomes black when i go to sculpt mode even thou i textured the character but i need texture so that i can sculpt on it e.g i texture the character eyebrows so i need normal map so i click the multires modifier then when i go to sculpt mode it turns black HELP PLS
@DarkMax3d3 жыл бұрын
nice )
@tommywright11 ай бұрын
You can then bake that detail down into a Normal map.. just fyi.