Projecting High-Res Models in Blender 2.8 using Shrinkwrap

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  • เผยแพร่เมื่อ 28 ก.ย. 2024

ความคิดเห็น • 224

  • @Wampert
    @Wampert 5 ปีที่แล้ว +46

    Yes more "Obscure Blender tips" series!!

  • @xxerbexx
    @xxerbexx 5 ปีที่แล้ว +193

    i dissagree with what you are doing right here.
    instead of the subdiv use a multires. then turn up the multires, when happy apply the shrinkwrap. The forms will be saved in higher of the multires.
    That means you can far quicker change between different policounts... since its a "multires" modifier.
    That also allowes you to use the multires to bake a normal onto itself (bake from multires), almost in realtime, while "normal" normal baking takes ages.
    Not to mention the multires works faster then the subdiv.
    Also when useing subdiv/multires with the shrinkwrap it should be put to simply bcs it will not change the forms then, wich means the shrinkwrap can work more accurat.
    with the subdiv/multires beeing set to simple i never had to change my shrinkwrap. this is a half baked video, dont aggree here.

    • @kloa4219
      @kloa4219 5 ปีที่แล้ว +10

      I'd like to see them try out that method too

    • @xxerbexx
      @xxerbexx 5 ปีที่แล้ว +12

      @@kloa4219 what they are useing isnt a "method", its simply wrong. not completely, the idea is right but they overcomplicate it for themself by seting it up simply wrong

    • @kloa4219
      @kloa4219 5 ปีที่แล้ว +30

      @@xxerbexx There's no "wrong" approach, otherwise it wouldn't work at all. There's the "most efficient" approach though.

    • @xxerbexx
      @xxerbexx 5 ปีที่แล้ว +14

      @@kloa4219 if u want to call it that, but what they do here is then very far from beeing efficient or from beeing usefull.
      thing is when ppl try there stuff and it doesnt work completely they end up in the blender discord where i have to explain things again and confice them there are better and easier ways to do that.

    • @rdnraden9332
      @rdnraden9332 5 ปีที่แล้ว +26

      As xxerbexx mentioned, with blender, in production MultiRez modifier is the way to go.
      The SubDiv modifier can not store higher resolution points, they are "virtual". The reason why it works in your example is because ShrinkWrap is after it in the stack.
      If you do the exact same thing with MultiRez, and then APPLY the modifier, (even though the shrinkWrap is after it in the stack) the higher resolution will get baked into the MultiRez.
      Now you have a true ZBrush type of sculpt with all the levels. No need for displacement maps in production!

  • @Oblivionator100
    @Oblivionator100 5 ปีที่แล้ว +13

    In game production, I use this technique to bake the higher res details into a normal map, might be worth making an obscure video about that process. Doing so makes it possible to keep details on low poly meshes which can be transferred to other applications such as game engines.

    • @donaldbrooks9417
      @donaldbrooks9417 4 ปีที่แล้ว +6

      I know this is old...but can you post a tutorial on that.. I am currently in that stage

  • @Butterbilk
    @Butterbilk 5 ปีที่แล้ว +116

    Good topic. However, it seems incomplete to not mention the process of transferring these details to a multires mesh. That way you can remove the shrinkwrap dependency on the sculted mesh and sculpt high res details, rig, etc. all while maintaining clean, reduced topology. Production level!

    • @Lanaur_
      @Lanaur_ 5 ปีที่แล้ว +20

      And bake displacement maps, because this option appears in the bake panel only if you check the "from multires" button

    • @RevCQ7
      @RevCQ7 3 ปีที่แล้ว +24

      No idea what either of you are talking about lol

    • @kenmorris2858
      @kenmorris2858 3 ปีที่แล้ว +7

      I concur, this tutorial was a complete let down and needs to be re-done.

    • @kodalyle6965
      @kodalyle6965 3 ปีที่แล้ว

      i dont mean to be so offtopic but does anybody know of a tool to log back into an instagram account??
      I was dumb forgot the account password. I appreciate any tricks you can give me!

    • @fletcherabdiel1755
      @fletcherabdiel1755 3 ปีที่แล้ว

      @Koda Lyle instablaster ;)

  • @josephbrandenburg4373
    @josephbrandenburg4373 5 ปีที่แล้ว +2

    This is a good way of setting up a model for baking displacement. I once wrote a script for baking the displacement from the subsurfed mesh to the subsurfed/shrinkwrapped mesh to vertex colors as vectors. I'm going to make it into an addon at some point.

    • @josephbrandenburg4373
      @josephbrandenburg4373 5 ปีที่แล้ว +1

      The code can be found here: devtalk.blender.org/t/using-python-to-bake-displacement-for-cycles-how-does-cycles-displace-a-point/7500/2 At some point I'll improve it a bunch and make it user friendly. For now, you'll have to figure it out for yourself. It shouldn't be that hard.

    • @canoksas2979
      @canoksas2979 2 ปีที่แล้ว

      @@josephbrandenburg4373 hey this sounds really cool could you make a tutorial! :)

  • @Mikey-gs1dx
    @Mikey-gs1dx 5 ปีที่แล้ว +3

    I love the "Obscure Blender tips" idea as a series.

  • @tinvojnovic6021
    @tinvojnovic6021 5 ปีที่แล้ว +80

    Using multires is much better because it "saves" the data from modifiers that you have applied. For example, if you applied the shirnkwrap you could then set the number of viewport subidivsions to 0, rig it, position/animate it and then just up the level of subdivisions before rendering.

    • @WERIDIK1
      @WERIDIK1 3 ปีที่แล้ว +4

      So i can animate a low poly model, and in the rendering all the detail in the high poly model will apply??

    • @tinvojnovic6021
      @tinvojnovic6021 3 ปีที่แล้ว +9

      @@WERIDIK1 if you want to animate your model, you'll be better off by baking the normals. blender has an option to bake from multires in the baking settings.

    • @aliefdjatisunda9915
      @aliefdjatisunda9915 3 ปีที่แล้ว +1

      @@tinvojnovic6021 why should i bake it? and what if i dont bake it? sorry im a newbie :)

    • @AnthonyLamb
      @AnthonyLamb 2 ปีที่แล้ว +3

      @@aliefdjatisunda9915 You'd bake it because right now it is dependent on the high res model underneath. If you move or animate your low res model the results probably won't be what you want. By baking the data, you're able to be rid of the high res model yet retain its detail influence.

    • @DileepNow
      @DileepNow 2 ปีที่แล้ว +1

      Generally you wouldn't expect a modifier to work like that. But tried this. It works. Thankyou.

  • @geode8556
    @geode8556 2 ปีที่แล้ว

    Wow! I was just wondering why anyone would need ShrinkWrap.
    You so well answered that!!!
    Thank you so much!
    👍👍👍👍👍
    ✌😀👌💞

  • @foxyfujitora3868
    @foxyfujitora3868 4 ปีที่แล้ว +3

    NOW I know what to do after retopologize, thank you very much, you save my time

  • @captanblue
    @captanblue 5 ปีที่แล้ว +2

    Looking forward to see how this works. I've used shrink-wrap before but it doesn't always work out so well, especially if the original mesh has lots of sharp points.

  • @AnanthakumarBalakrishnan
    @AnanthakumarBalakrishnan 2 ปีที่แล้ว +1

    Good topic ,I got good knowledge after seeing this video.i have a request to flipped normals needed video for lighting

  • @EGeorgev
    @EGeorgev 3 ปีที่แล้ว

    Interesting way to bypass the need for Normal maps and baking. Thanks for the info :)

  • @JonathanKron
    @JonathanKron 5 ปีที่แล้ว

    Really nice tutorial! Very informative for all the other tutorial makers out there👍

  • @madddmunky
    @madddmunky 5 ปีที่แล้ว +8

    Thank you! Could you guys show the workflow using multires modifier? I'm struggling with that, especially when i need to change pose of low res mesh.

  • @IGarrettI
    @IGarrettI 5 ปีที่แล้ว +1

    Dayuumm.. much better than zbrush's projecting. I'm still waiting for some super update to it from pixo, something as good as ZWrap

  • @CaraDees
    @CaraDees 2 ปีที่แล้ว

    YAY Perfect.Just what I needed

    • @FlippedNormals
      @FlippedNormals  2 ปีที่แล้ว

      Happy to help Caroline :D We try to keep it efficient so glad you appreciate that.

  • @arianullah6257
    @arianullah6257 5 ปีที่แล้ว +4

    Can you do a tutorial on how to bake normals in Blender?

  • @irkendragon
    @irkendragon ปีที่แล้ว +2

    I wonder what this would be used for, if you wanted to animate that lowpoly mesh, but then you deform it or move it away from the underlying hidden high poly mesh, wouldn't the shrinkwrapped details be messed up since they no longer align?

    • @chopsuey4698
      @chopsuey4698 ปีที่แล้ว +1

      Exactly... I really don't understand the point.

  • @YuriKruglov
    @YuriKruglov 2 ปีที่แล้ว +1

    How you going to animate lowpoly mesh with shrinkwrap modifier? If you want to apply shrinkwrap first you have to apply subdivision modifier too and in that case there is no difference because of lowpoly became highpoly

    • @Bingbangbong28
      @Bingbangbong28 ปีที่แล้ว +2

      thats why u need to use multires to save those high res details onto low poly mesh. this tutorial sucks because they missed out the most crucial step

  • @jemjoe8833
    @jemjoe8833 5 ปีที่แล้ว

    Yhaaa...!! more Obscure Blender Tips please.. :)

  • @42yilmazyusuf
    @42yilmazyusuf 5 หลายเดือนก่อน

    it was awesome thanks

  • @JonNancyH
    @JonNancyH ปีที่แล้ว

    Thank you! This is amazing.

  • @NZ-Sdq
    @NZ-Sdq 3 ปีที่แล้ว

    Many thanks . ❤️

  • @bohdan_lvov
    @bohdan_lvov 5 ปีที่แล้ว

    Whoa, another Blender video, *finally* !

  • @cloudshifter
    @cloudshifter 3 ปีที่แล้ว +1

    I have a question about animating with skin wrap:
    Lets just say that we place our bones and rigs on the low poly model and have a retopologized sculpt on top. Let's also have the high poly module with clothes and the lower one with none. How will that translate on the skin? Would the skin be able to move the clothes and details in a decent way or will it be awful? Would we need to also put some sort of simulation on the clothes for this or similar occasion or a custom rig for the clothes?
    (I don't know if the clothes should be part of the same model or a different object. I am working on 3Ds max but I think any 3D program works similarly in a way, logically if it is possible on one it should be on another)

  • @anissar7301
    @anissar7301 ปีที่แล้ว

    thank you so much for this video. I may sound stupid with this question but I hope you can answer it. can we compair normal maps. like which normal maps or displacement maps give more details is it the one zbrush generates or Blender generates or are they the same or it depends on the details of the 3D sculpt

  • @vexo7218
    @vexo7218 3 ปีที่แล้ว

    Thank you sooooo much

  • @mike309saa
    @mike309saa 5 ปีที่แล้ว +2

    another great tutorial, learnt a lot from you guys. I started off using student version of Maya but since blender 2.8 I've jumped onto blender even changed keymap so it works more like Maya making the switch much easier.
    I never really touched on animation with Maya except some simple little things but nothing major. I'm just wondering I take it with this shrink wrap set up and the equivalent in Maya/other 3D programs you can animate the low poly version and the hi poly version will still move along correctly? Just curious on how they animate hi poly models in films etc I'm assuming they do it this way?

  • @victorascencao
    @victorascencao 5 ปีที่แล้ว

    Keep them coming :) they are great.

  • @Ohem1
    @Ohem1 5 ปีที่แล้ว

    The Archon will return!

  • @bluokxer06789
    @bluokxer06789 ปีที่แล้ว

    can you do one on baking high rez to low rez

  • @DjTasteless
    @DjTasteless 5 ปีที่แล้ว

    wow its so near and I did `nt take it into account...! Really a great hint!

  • @sightedits
    @sightedits ปีที่แล้ว

    does it work if have used hair particles?

  • @Arantx
    @Arantx 4 ปีที่แล้ว +1

    Hi, I have a question, why don't you use shading smooth?

  • @KatouMiwa
    @KatouMiwa 3 ปีที่แล้ว

    is it normal to have 2 fps for play back using this?? cause even when i hide everything i get 2 fps. and i aimed it all down too subduvison modifer levels viewport i think. for me, levels view port looks good at 3, but even with it at 1, i get 3 fps..... thats with no details and the typo is clean so no clue why its laggin so bad how am i supposed to animate D:

  • @oskarankarudd
    @oskarankarudd ปีที่แล้ว

    Thank you very much for this instruction. Does it work in Blender 3.x as well?

  • @Staglaitor
    @Staglaitor 2 ปีที่แล้ว

    Thanks for video, - can i increase resolution during wrapping in order to fit thin geometry?

  • @ugliefrog
    @ugliefrog 3 ปีที่แล้ว

    Is there an equivalent in blender like the matchmaker brush in a rush, or is shrink wrap the tool that’s the closest.

  • @andrewgarcia162
    @andrewgarcia162 3 ปีที่แล้ว

    what if my mesh is only high-res how do I dumb it down

  • @getrekt8365
    @getrekt8365 5 ปีที่แล้ว +1

    To get it straight: is this the same as projecting subtools in zbrush? Just another way to do it in blender?

  • @NoName-yr4ke
    @NoName-yr4ke ปีที่แล้ว

    Wait why would I want to do this over normal maps? I heard u can use normal maps for animations anyway so y do this ?

  • @Andredy89
    @Andredy89 3 ปีที่แล้ว

    Can I bake HP to LP this way?

  • @moleytron
    @moleytron 5 ปีที่แล้ว

    so why/when would you use this instead of baking a normal map? don't you need to apply the shrinkwrap prior to animating to prevent the shrinkwrap from recaulating each vertex each frame that are now in the wrong position?

  • @Anim_8
    @Anim_8 5 ปีที่แล้ว

    do the tips on blender grease pencil cutout rig setup .

  • @32590129
    @32590129 3 ปีที่แล้ว

    Could you make a video on uv mapping udim in blender. ?

  • @ArtChepe
    @ArtChepe 4 ปีที่แล้ว

    how could i proyect the hipoly in the low one in the multiresolution modifier? like zbrush

  • @NoName-yr4ke
    @NoName-yr4ke ปีที่แล้ว

    Can u do this on Maya or import this to Maya ?

  • @koulikdas8133
    @koulikdas8133 4 ปีที่แล้ว

    what if we apply the sub surf modifier after projecting details?
    Or if i do not click on optimal display

  • @indee6190
    @indee6190 4 ปีที่แล้ว

    What is the difference between this and exporting displacement maps?

  • @ccb4911
    @ccb4911 5 ปีที่แล้ว +2

    YAAAAAAAAAAAAAAAAAAAAAAAAAY Blender

    • @ccb4911
      @ccb4911 5 ปีที่แล้ว +2

  • @kavikanaveli8348
    @kavikanaveli8348 4 ปีที่แล้ว

    How are you suppose to get the same shape of it without any details?

  • @XxxTheGoldenApplexxX
    @XxxTheGoldenApplexxX 5 ปีที่แล้ว

    As someone who currently doesnt have any money to buy anything. Would you guys recommend using blender's texturing tools for freelance work?

    • @tonituo78
      @tonituo78 5 ปีที่แล้ว

      Depends on what kind of texturing you need to do. Blender isn't most optimal texturing solution out there but it's capable.

  • @tiagotiagot
    @tiagotiagot 5 ปีที่แล้ว

    No baking normals/bumpmap?

  • @reynarddroste5203
    @reynarddroste5203 5 ปีที่แล้ว

    I don't really see a use for this, it would probably be better just to bake the normals from the sculpt mesh onto the retopologized mesh (although you would then have to UV unwrappe the mesh first).
    Also if you are worried about how the subdivision surface affects the mesh's shape then switch it to "simple" mode, you already have the shrinkwrap to manipulate the shape of the mesh.

  • @alfredmerton5365
    @alfredmerton5365 4 ปีที่แล้ว

    So you always use this method after retopology.

  • @-Belshazzar-
    @-Belshazzar- 5 ปีที่แล้ว

    What is the point of projecting details on a low poly model if you gonna subdivide it so much anyway? Why not use normal maps? What am I missing?

  • @AdamEarleArtist
    @AdamEarleArtist 5 ปีที่แล้ว

    why sculpt the details? you could just paint them using the displacement and use multires.
    Love your work guys

    • @Ironpants57
      @Ironpants57 5 ปีที่แล้ว +2

      Multires is at a somewhat broken state in 2.80-2.81. The multires modifier causes spiky artifacts.
      The bug is now a confirmed high priority, so a fix may happen in 2.82.

  • @warmadsen
    @warmadsen 5 ปีที่แล้ว

    Heeeeey @FlippedNormals - it wasn’t easy to see in this video, but i saw in another video of yours, that you didn’t enable GPU compute in Cycles, so that your viewport renderview and your renders would render with both CPU and GPU. WHY?! Are you guys in the league of non-Nvidia-CUDA-card-users or do you just looove having everything render as slow as possible? Or did you just not know? I doubt that 😂 :-D
    Love your videos,
    Love from Denmark!

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว

      We disable it while we record to make sure our recording is smooth. When rendering for real, GPU all the way 👍

  • @bluokxer06789
    @bluokxer06789 ปีที่แล้ว

    for animation

  • @tamizhankeyframe6365
    @tamizhankeyframe6365 5 ปีที่แล้ว

    5th like 😅 production time substance painter tips plzz !

  • @brymina
    @brymina 4 ปีที่แล้ว

    Me want quick tips

  • @alexeisaular2844
    @alexeisaular2844 5 ปีที่แล้ว

    Hello, it's not because I don't like it but why you ultimately focus so much in blender, what about the others 3d software?

    • @xxerbexx
      @xxerbexx 5 ปีที่แล้ว +1

      u dont ned other 3d softwares.

    • @dynamic5109
      @dynamic5109 5 ปีที่แล้ว

      Because they’re probably getting paid to promote Blender over everything else

    • @xxerbexx
      @xxerbexx 5 ปีที่แล้ว +1

      @@dynamic5109 x´D by a open source programm? useing wrong techniques. that a good joke.

    • @alexeisaular2844
      @alexeisaular2844 5 ปีที่แล้ว

      ​@@dynamic5109 Maybe, they are in their right to do that, but I was expecting a more technical answer, like, it's blender really that amazing like everyone says?

    • @dynamic5109
      @dynamic5109 5 ปีที่แล้ว

      xxerbexx Not nearly as funny as your dyslexia!

  • @pixelforge4858
    @pixelforge4858 3 ปีที่แล้ว

    lol low resolution mesh

  • @impossibletechsage
    @impossibletechsage 5 ปีที่แล้ว +1

    I know youre thinking of making paid tuts. Dont do it.

  • @animatnetic2545
    @animatnetic2545 3 ปีที่แล้ว +2

    I swear to god, that model is those enemies from mass affect

  • @ZackAttack680
    @ZackAttack680 5 ปีที่แล้ว +3

    Yes this is great! I thought projection was something I could only do in zbrush! Thanks for sharing.

  • @TonyFlanagan69
    @TonyFlanagan69 2 ปีที่แล้ว

    Due to the support this channel has shown for the Nazi regime in Ukraine, I am closing my subscription. Please keep politics and propaganda out of the Industry.

  • @sburgos9621
    @sburgos9621 4 ปีที่แล้ว +1

    Can you do a tutorial on using Shrinkwrap to prepare a 3d model for print? I am messing around with this method but it doesn't seem to produce the results I am looking for.

  • @gnightrow4020
    @gnightrow4020 5 ปีที่แล้ว +1

    Does this mean you don't need normal maps for film specific objects that you aren't going to use it in a game engine ?

  • @Acme_the_rubberhose_dog
    @Acme_the_rubberhose_dog ปีที่แล้ว

    Ok this is a super stupid question, but I'm new to the program
    Do i have to apply em both? And then finishing with the multi res details?
    This model I'm making is just fo display and render only

  • @PiNPOiNT2K
    @PiNPOiNT2K 5 ปีที่แล้ว

    Check out this awesome free Retopo MT blender addon: gumroad.com/l/cNGNb

  • @kenmorris2858
    @kenmorris2858 3 ปีที่แล้ว

    What a terrible video. Why use the shrinkwrap when your low res model looks fine.

  • @ghost_emre_a7710
    @ghost_emre_a7710 3 ปีที่แล้ว

    My mesh still looks quite messy in the middle :/

  • @carlossuarez9272
    @carlossuarez9272 3 ปีที่แล้ว

    How can i made the low res Mesh first ?

  • @Bookofwords
    @Bookofwords ปีที่แล้ว

    me every few mins watching this "thats a good archon from andromeda"

  • @Cyber_Kriss
    @Cyber_Kriss 5 ปีที่แล้ว +1

    Sorry, I did not understand one thing (I am kinda new into Blender).
    How did you got that "low poly" version of your sculpt ?
    I tried to use the decimate modifier on my sculpt, but the results are nowhere like yours...

    • @QuickStick0
      @QuickStick0 5 ปีที่แล้ว +1

      Its is manually done retopology. They did a video on it if you search "Blender 2.8 Retopology" on their channel.

  • @EliasWillnat
    @EliasWillnat 3 ปีที่แล้ว

    Has anyone noticed how short Blender tutorials are unlike Maya's ?

  • @albel4130
    @albel4130 5 ปีที่แล้ว +1

    Yes more tips plz

  • @ZsoltSulyok
    @ZsoltSulyok 5 ปีที่แล้ว +5

    Awesome! Thanks you. So glad u switched to teaching blender.

  • @muhmmadali9124
    @muhmmadali9124 2 ปีที่แล้ว

    fake baking

  • @moazzamtechnical2729
    @moazzamtechnical2729 2 ปีที่แล้ว

    thanks

  • @DiraPictures
    @DiraPictures 2 ปีที่แล้ว

    Oh my god. This is suuch a useful tip. I already quit because my high res just mess up after sculpting. There is no possibility to do uv-unwrap or animation without this.

  • @Hankyuo
    @Hankyuo 5 ปีที่แล้ว

    Is this better than using displacement and normal maps?

  • @inoyashakitbu1178
    @inoyashakitbu1178 3 ปีที่แล้ว

    but now im not really sure where I really use this technique ? for example I mainly model game assets rarely with sculpting.
    My question is, you use an active SubD mostly for the Details. But when you export this Object to fbx or obj, how high is then the Tris ? Because when you accept the modifiers, than you are back to a really high poly Model ?

  • @philippnurnberg5245
    @philippnurnberg5245 3 ปีที่แล้ว

    Is this the way how you would do it in production? My problem is I would like to archive as many details as possible to use displacement maps and I'm using Blender for offline rendering. But I haven't found a good process to render high poly models because they have no UV maps. This video is the closest solution to my problem I have seen so far.

  • @jaquesmerde9146
    @jaquesmerde9146 5 ปีที่แล้ว

    Ok question maybe a noob thing but... if you shrinkwrap a clean topology on the unusual sculpt mesh you still cant animate it right cause the topolgy would slide over the mesh instead of deforming the details? Or am i thinking wrong?🤔

  • @romannavratilid
    @romannavratilid 5 ปีที่แล้ว

    Im not sure i get it...whats the difference with this in comparison to using Zbrush and his "project" feature to transfer hi poly (details) to lower poly mesh...?

  • @canoksas2979
    @canoksas2979 2 ปีที่แล้ว

    Hey! Awesome video but i have a question. Is it possible to bake these modifiers for fbx export to another 3D engine like Unreal engine? :)

  • @32590129
    @32590129 3 ปีที่แล้ว

    How you convert the high poly to low poly before applying subdivision surface modifier.

  • @dioib
    @dioib 5 ปีที่แล้ว

    nice tutorial, thank you guy! Is it possible to make a tutorial regarding blender and substance painter workflow please? I make something with many details in zbrush, but dont know how to bring into substance painter and render in blender cycles, especially the maps baking and exporting, connecting them in blender shader. Sorry I am new to 3D but this would help many newbies. Thanks again FN!

  • @Skyefaux
    @Skyefaux 5 ปีที่แล้ว +1

    I want more tips :)

  • @hanifbahari6606
    @hanifbahari6606 4 ปีที่แล้ว

    Should we bake it now? Is it possible to generate displacement map out of it to get rid of that heavy hires object?

  • @filipemecenas
    @filipemecenas 2 ปีที่แล้ว

    thanks thats awesome !!!

  • @captanblue
    @captanblue 5 ปีที่แล้ว

    This is an interesting tip but causes me so many problems on just a basic suzanne model. Like, it looks messed up inside and the eyesockets just look bad.

  • @gryphonsegg
    @gryphonsegg 3 ปีที่แล้ว

    after all of this, when I go to move my model in any direction it basically explodes. What am I doing wrong? Also,if I try applying the shrinkwrap all my detail goes away...

    • @lic.josechavez8837
      @lic.josechavez8837 3 ปีที่แล้ว +1

      You need to parent your model, like ehen you move your high poly the other low ply has to move at the same time, don't know how is done

  • @HoobriBoobri
    @HoobriBoobri 5 ปีที่แล้ว

    I wonder maybe you should use displeysment maos instead? What is a reason to doing animation such way?

  • @alizapross
    @alizapross 5 ปีที่แล้ว

    Obscure Blender tips... YEEEEEEESSSSS!!!!!!!!!

  • @allenl9214
    @allenl9214 3 ปีที่แล้ว

    What is a quick way to create the low res mesh? Or does it have to be created manually through retopology?

  • @piwypd0
    @piwypd0 5 ปีที่แล้ว

    so.... this is like a "project all" from zbrush without using displacements or nromal maps?

  • @laurinebocquet1024
    @laurinebocquet1024 9 หลายเดือนก่อน

    thank you so much !!! your videos are bsolute gold