*Purchase the project files and support the channel:* • Gumroad: ryankingart.gumroad.com/l/retopology • Patreon: www.patreon.com/posts/106462115 • Sketchfab: skfb.ly/oWNDF
I really like the reiteration of how to perform techniques. The fact that throughout the tutorial I keep being reminded of how to add a loop cut, fill faces, etc. It really helps in learning these techniques. Solid tutorial thanks.
Ryan, I am having such a blast with this. I remember back in the 2.7 days squirming around in the mud with this and wanting to throw my monitor. You nailed it. I kind of wish I could get feedback from you on what I am working and get some one-on-one Q&A. But, I understand that may not be an option. Thanks, again!
Thank you very much for your support! Glad my videos can help. Yeah, I decided not to do one on one paid teaching, so that I can focus more of my time on creating these tutorials to reach a wider audience and more people.
Hello Ryan, for the visibility of the mesh used for retopology, you now have an option in the Mesh Edit Mode Overlays (just at the right of the Overlays in Edit Mode) named "Retopology" ;). So the mesh appears above the sculpted mesh.
I have sculpted the whole character and looking for video for retopology..... because it's too difficult for me. But you made it easy. You are amazing... love you
Thank you for posting! I actually have a lot of models I want to retopologize even though they're low poly because they are STLs with really awkward topology that goes haywire when I try to modify or subdivide so this helps a lot with that.
RYAN i have a problem . i'm trying to select verts infront only but it selects also verts behind the main object (the head in your example) knowing that the x-ray mode is disabled . please help
"Using 3 faces is better than 5" Triangles vs 5 sided n-gons, both can cause issues, but in general, an n-gon has less pinching, which is better for a smooth surface Consider this, when we subdivide a mesh, each quad face becomes 4 Now lets look at a triangle, it's 1/2 the space of a quad, but becomes 3 quads, so the geometry becomes dense in this area quickly 5 sided n-gons however become 5 quads, and are around 1.5 times the surrounding quads if a quad is a 1:4 ratio a tri is a 1:6 ratio and a 5 sided n-gon is a 1:3.333~ ratio if you have a high change in normal direction, both should be moved away, to a softer transition area, or hidden under clothes or hair etc
This video is not missing anything, thanks. I have a question for you in another topic. Can i use my own character with a Mixamo animation and a blender metahuman-rig together? Face emotions only work with shape keys or it is possible to extend those animations with the face rig manually? Thank you in advance, Ryan.
Oh nice! Perfect timing. I'm making a few characters from WoW and some have these "tattoos" that are actually supposed to be metal plates. I've been trying and trying to trace them out along the body so I can give them all just a tiny bit of actual 3D texture. This should be perfect for that. Assuming I can use this method to stencil them out, solidify them a teensy bit and then fuse back to the model. Thanks!
I find the retopology so confusing, I tend to make things low poly first before making it high poly, Once a person I know was asking for help with a file, it was near the 30MB size, I used decimate 2 times, and reduced the size to around 2Mb, the head model still looks exactly the same, he was quite surprised I lowered the file size for him. He's using the new head for a game, and it's working well for him.
It doesn't work. Everything on mine is doing the exact opposite of yours. Mine is floating instead of snapping, the mirror isn't matching the panel at all and is just stretching out in places and it keeps clipping.
Make sure you're mirroring on the correct axis. I'm not sure why it's not snapping, but just make sure you have what you're trying to snap to selected, whether that be a plane, edge, or vertex. Playing around is extremely helpful for learning blender. Don't worry if it feels stupid, just have fun and keep learning. Good luck!
I have to admit, Blender is the most unintuitive software I have had to 3d model in. Even Houdini seemed more intuitive. Also I can't believe this is the lacking level of tools Blender 4.2 has for retopology. :(
@@RyanKingArt Agreed! I find it weird it wasn't included as an option in the recent survey they made. Even 3ds max 5 year old ribbon tools has more functionality for retopo.
*Purchase the project files and support the channel:*
• Gumroad: ryankingart.gumroad.com/l/retopology
• Patreon: www.patreon.com/posts/106462115
• Sketchfab: skfb.ly/oWNDF
Finally someone defines what the term means and demonstrates how to do it without taking 4 hours to overview the workflow.
this is a poor tutorial, its better to learn the actual workflow and things to avoid/work around rather than doing a half-job
Amazing work, we are so lucky to have you in blender community, seriously don’t know where I would be without your tutorials.
glad my videos can help!
You are so good at teaching! Simple and uncomplicated words in understandable sentences... You got this!
thanks!
I really like the reiteration of how to perform techniques. The fact that throughout the tutorial I keep being reminded of how to add a loop cut, fill faces, etc. It really helps in learning these techniques. Solid tutorial thanks.
Glad it was helpful! 👍
Ryan, I am having such a blast with this. I remember back in the 2.7 days squirming around in the mud with this and wanting to throw my monitor. You nailed it. I kind of wish I could get feedback from you on what I am working and get some one-on-one Q&A. But, I understand that may not be an option. Thanks, again!
Thank you very much for your support! Glad my videos can help. Yeah, I decided not to do one on one paid teaching, so that I can focus more of my time on creating these tutorials to reach a wider audience and more people.
@@RyanKingArt I get it.
Hello Ryan, for the visibility of the mesh used for retopology, you now have an option in the Mesh Edit Mode Overlays (just at the right of the Overlays in Edit Mode) named "Retopology" ;). So the mesh appears above the sculpted mesh.
Gosh
How much I love You and your work ❤🙏
Don't You DARE to leave us!😭
thank you : )
Ryan, The King of Blender
I have sculpted the whole character and looking for video for retopology..... because it's too difficult for me.
But you made it easy.
You are amazing... love you
glad it helps!
A better way than shrinkwrap modifier is to go to the Object Details -> Viewport Display and enable "in front"
One of the best retopology workflow ever!
thanks
Very good explanation, thanks
You are welcome!
Rig it paint it animate it pleeeeease your sculpts are divine
Maybe I can. 👍
IMO topology is for making the mesh optimal for rigging, so it would be nice if you could show some knowledge about rigging.
Fantastic video! I was doing my retopo wrong and this clearly and efficiently showed me how to correct my mistakes.
Was waiting for one of these to be made by you specifically. Thanks for all the tutorials you make, no one explains them as well, especially for free.
Amazing! Thank you, very professional.
Glad you liked it!
Great tutorial as always 🎉🎉
thanks!
Ryan for president 💪
Haha thanks : )
🥲
agree
Good and thorough explanation of Blender's retopo tools
thanks!
Dude fucking thank you for actually explaining the why before the how.
welcome 👍
Thank you for posting! I actually have a lot of models I want to retopologize even though they're low poly because they are STLs with really awkward topology that goes haywire when I try to modify or subdivide so this helps a lot with that.
glad its helpful!
Bro saved me so much with this tutorial thank you so so much! This was VERY helpful for cosplay!
man even though i already know retopo its always just fun to watch this video cuz man your vids are so relaxing
glad you like the video!
Just in time for when I needed a retopology video😭😭😭❤️ thank you very much!! Your videos are seriously top tier!
You're welcome!
RYAN i have a problem . i'm trying to select verts infront only but it selects also verts behind the main object (the head in your example) knowing that the x-ray mode is disabled . please help
Great info! I'm looking forward to the normals baking.
thanks!
Thanks for sharing!! You are the Best. You explain very easily all content.
Amazing tutorial sir
thanks!
Retopology is fine if you are doing these for a video game. I've mostly done my stuff for art and static posing, so I never bother with it.
yes, retopology isn't always needed. it depends on what you are creating.
Outstanding!
thanks!
Just what I needed! thank you!
You're welcome!
"Using 3 faces is better than 5"
Triangles vs 5 sided n-gons, both can cause issues, but in general, an n-gon has less pinching, which is better for a smooth surface
Consider this, when we subdivide a mesh, each quad face becomes 4
Now lets look at a triangle, it's 1/2 the space of a quad, but becomes 3 quads, so the geometry becomes dense in this area quickly
5 sided n-gons however become 5 quads, and are around 1.5 times the surrounding quads
if a quad is a 1:4 ratio
a tri is a 1:6 ratio
and a 5 sided n-gon is a 1:3.333~ ratio
if you have a high change in normal direction, both should be moved away, to a softer transition area, or hidden under clothes or hair etc
Thanks ❤
welcome!
very good tutorial . thank you !
Can you make a short video about the best tolopogy for material displacement ?
thanks for the video idea.
This video is not missing anything, thanks.
I have a question for you in another topic. Can i use my own character with a Mixamo animation and a blender metahuman-rig together? Face emotions only work with shape keys or it is possible to extend those animations with the face rig manually? Thank you in advance, Ryan.
thank you sir, i think it really will veryy usefull🤩
thanks!
Oh nice! Perfect timing. I'm making a few characters from WoW and some have these "tattoos" that are actually supposed to be metal plates. I've been trying and trying to trace them out along the body so I can give them all just a tiny bit of actual 3D texture. This should be perfect for that. Assuming I can use this method to stencil them out, solidify them a teensy bit and then fuse back to the model. Thanks!
How do I bake a PBR material with altered scale in the mapping node into a single texture image while taking the scale into account ?
Something I can use my head with :)
Amazing
thanks!
Doesn’t offset need to be reset to 0 before application?
Excelente, Gracias
Thats what i need
I am only 13 year old and I am learning blender ❤🎉
You are best
thank you
when are the rail episodes coming? I’m still waiting.
I haven't started working on it yet. I have a massive list of tutorial ideas.
I find the retopology so confusing, I tend to make things low poly first before making it high poly,
Once a person I know was asking for help with a file, it was near the 30MB size, I used decimate 2 times, and reduced the size to around 2Mb, the head model still looks exactly the same, he was quite surprised I lowered the file size for him. He's using the new head for a game, and it's working well for him.
yes, the decimate modifier is very useful!
It doesn't work. Everything on mine is doing the exact opposite of yours. Mine is floating instead of snapping, the mirror isn't matching the panel at all and is just stretching out in places and it keeps clipping.
Make sure you're mirroring on the correct axis. I'm not sure why it's not snapping, but just make sure you have what you're trying to snap to selected, whether that be a plane, edge, or vertex. Playing around is extremely helpful for learning blender. Don't worry if it feels stupid, just have fun and keep learning. Good luck!
Why not full body?
There is nothing simple about blender. Holy smokes.
Haha yeah
what could this possibly be for? there is going to be issues with rigging everywhere 😭
Thanks 🇮🇳🕉️🇮🇱
welcome!
I have to admit, Blender is the most unintuitive software I have had to 3d model in. Even Houdini seemed more intuitive. Also I can't believe this is the lacking level of tools Blender 4.2 has for retopology. :(
It would be nice if they made a dedicated retopo feature for blender.
@@RyanKingArt Agreed! I find it weird it wasn't included as an option in the recent survey they made. Even 3ds max 5 year old ribbon tools has more functionality for retopo.
@@RyanKingArt have yall heard of bsurfaces?????? POLYQUILT!? WHY ARE YOU MAKING TUTORIALS IF YOU DONT KNOW THE BARE MINIMUM
retopology is -> second guessing yourself. and then the animations looks shait. Disney comes to mind