Hey Bran thank you for the nice tutorial! I notice as i try to use shrinkwrap that you didnt mention to join the ear with the head at 15:34. So if anyone have problems with it try to join both of them together
Ah I rewatched it and see what you mean. From what I remember, I had some trouble when editing this video and lost some of the footage and ended up rerecording some parts and must have forgot. Thanks for pointing it out, I'll pin your comment in case someone has trouble 👍
@@BranSculpts im not sure if im doinh it right could you take a look and tell me if i need to fix any thing? screen shots of the head next to the references docs.google.com/document/d/1-kAvg04eGe6I9VkjxzAHR3pXR3yvIIsLK0vgZadYB34/edit
22:18 Here you Instantly have a shrinkwrap around the head, which you connected to the ear. This wouldve helped me for the next video. I was trying to figure out, how you had the form of the ears, lips, nose and cheek like like in your sculpt head.
Time Stamps - Moments of Great Help 00:26 Intro 00:35 Road Map [Sculpt Mode] - Painting Loops of the base mesh 02:42 Retopo Start 19:38 Clean Up How to: 1. Smooth Tool [Edit Mode] 2. Slide Relax [Shift Mode] 3. Modifiers Applying Order 4. Mean Crease [Use in Subdivision Modifier]
Wonderful tutorial series, it's helping me out so much! There is a cut in the video at around 10:57 though where a loop cut must have been added to the cheek because the number of verts don't match once you start on the mouth so if anyone is having trouble just a add a loop cut on the cheek!
I LOVE this tutorial! I def gotta say though, what you mentioned at 23:20 is a godsend and saved me so much time - having the multi res and shrinkwrap modifier together.
I remember how retopo discouraged me from finishing my projects, it was too laborious for me. But now somehow retopo works for me, thanks for the explanation, it will definitely come in handy ;D
Funny how I was just remembering how unreasonably difficult retopo seemed when I was new to Blender. Guess it's hard for a learner to finally get a model to look the way they want and then realize there's a lot more work to do? I think it's pretty common
@@captainbruhbeard8950 Yeah, it's very common, when I couldn't handle myself, I just resorted to such automatic retopo, where I wasn't even satisfied with the result
I'm starting to usr blender, and the part that I love the most until now is the retopo Everyone keep saying that is the wprst part, so I think that I am doing somenthing wrong- 💀
Sat here and binged the whole series, and although I’m learning Nomad Sculpt and not Blender, I’ve learned so much! Thank you for sharing your knowledge! 🙌🏾🙌🏾💙
this part lowkey saved my motivation for this project, I was super unhappy and frustrated with the sculpt but after the retopo the head looks decent for me and im happy with it. so glad I told myself to watch this video today
I've watched a few retopology tutorials before, going so far as to download polyquilt because I found things to be too difficult, but the retopo section of this video was probably the easiest to follow that I've seen yet.
My man you make this look soo easyy!! I've been watching your tutorial for several days now!! Btw, i'm learning so much new stuff from you i love you you're the best
hands down the best tutorial for a character start to finish there is. keep coming back to this one for how goode it is. well done should do more in the fututre
The stray polygon jumpscare at 13:20 had me cackling haha, great video! I've looked at dozens of videos and none of them does this process as smoothly and easy to follow as your does. Thanks :)
" The heck is that?" at 13:23 killed me.🤣. I have to say this is the first tutorial (I have done my fair share) that shows a practical way of understanding the face loops and guiding how to place them. Most tutorials tell you where the loops should be then the person goes on the create stuff in the air that, for them not me, magically seem to always come together. Your tut demystifies head re-topology and makes it look doable by mere mortals. I tried, box modelling- struggled with the face loops. I tried adding a plane and extruding straight on reference image to quickly build the head - struggled with polygon cuts that didnt match and end up creating Tris and N-gons. I then tried blocking and sculpting... that gave me a workable and somewhat decent mess of a mesh to start retopo on but the idea of retopology especially on the head literally stopped me proceeding. I never understood how the head polygons and the face loops could eventually end up together without some voodoo witchcraft methods that most tuts expect you to suddenly understand. I am almost in tears just realizing this tutorial is the best thing since I decided to create my own characters and I just really wanted to say THANK YOU mate. This is by far the best tutorial I have seen on this subject.
Aww.... that is so kind of you. I hope that I explain everything as simple and clear as I can when I make these videos. I went through a lot of tuts and found a workflow that works for me. I am still working on making the process easier for myself as well as anybody else who watches these. Always learning and trying to do better. Keep up the good work and I look forward to seeing your end results.
I have got to say, this Tutorial has gotten me so far into my character design stuff it's not even funny. I love it and totally appreciate the help, thank you so much!
@@BranSculpts I think it's because you cut each of the parts into basic sections with colour coding, which for someone with ADHD like myself, I find helps a lot ^^
im so happy to find that crease way to add detail, cause previously i would add a multiresolution modifier but that wouldn't allow me to change things in the topology and animation. thank you so much :)
Thanks! I'm pretty lazy when it comes to retopo as well. I've been wanting to look into the softwrap addon so maybe I just have to make one really good basemesh and reuse it on future sculpts 🤔
@10:55 A wild loop cut appeared! Looks like you might've cut part of the video where an extra cut was added across the cheek, in line with the lips. I was super confused for a moment there! Either way, I'm super grateful for this series. I sure picked the right time to learn sculpting :D
Sorry about that. I had some trouble during editing and a few clips came up missing 😵💫 the topology I laid doesn't have to be followed to the T though. Just wanted to show the important loops and how you could connect them together. 👍
@@BranSculpts Haha, all good :D I've been sculpting my own character, but following your process *very* closely as it's my first time doing any form of high-poly modelling/retopology and I was nervous about making a mess. It wasn't until I got towards the end of this video that I started experimenting more with my own loops, to better fit my character's non-pointy ears. Either way, I doubt I'd have made as much progress as I have so far without these tutorials. The workflow is super intuitive, and presented so succinctly. More importantly, following along is giving me great results in my own work. Thank you so much for putting these out!
Wow super cool retopo tutorial bro! Thank you so much, I was a bit afraid of retopo but your approach is the first time o am not freak out by it 😜 I will try it your way. Thank you very much, you got a new fan 😀 👍
Love the accent lol And great video, out of all the ones I watched, I felt very confident about yours, and we're working on similar models, so this is spot on what I'm looking for. I love your lil techniques and especially the sharping of the edges at the end, nice little touch, very much needed.
This is a rlly good tutorial, this definitely makes me feel a bit more comfortable with reto, 9:52, this is rlly off topic, but this reminded me that there is an angle we humans can’t process and our brain tricks us into thinking we are looking at the front of a face when we are actually looking at the back 😅
Hello, at 3:18 you merged at center and the pivot point seems to follow the vertex after you move it in edit mode. However, it doesn't for me and I am using blender 4.0. This is then messing up my mirror modifier. How do I solve this issue?
Hi! I had the same issue, I solved it by using the E from the last point one more time, placing it near the first dot and then i selected them both and clicked merge - at cursor. You might need to move it around if it snaps at a weird point but thats what did it for me
The addon that adds more primitives also give you the possibility to create a single vert as an object. That could make the process of creating a plane, then scaling, it then merging into a single vert more easier
how do you make the eyes come back after the paint tool turns them off? edit: turn off setting at 3:57, also in the viewport top-right dropdown menu change back to "material" and "backface culling" was turned on as well
Hello and thank you very much for this series , at the timestamp 23:00 I noticed you switched the head from the painting mode to the material colors.. the video jumped and you no longer had the painted plan for topology. Currently stuck here cause I am trying to follow with understanding
I always had so much trouble wth face retopo, but omg, this video was so great, that I just finished making the head of my character that was laying around in like on-off 1 afternoon? (it's not a human, so I had to reimagine some of the loops/add different ones) This video is perfect, than you so much Bran! Now it's tme to give them clothes, rig them and check if the model deforms right, wish me luck 😔
Never found out. Have you yet? I am having an issue where I can't extrude or even click my merged plane after. So I was wondering if that had to do with that maybe?
Hi, I really love these Tutorials. It´s easy to follow. Thanks for all the work! Only problem I found: I don´t see the Paint from my sculpt mode in layout mode anymore. Why is that? I realized you have one more menu bar, but as I watched the first few videos again, you didn´t explain this. Is that what I need? Thanks for the help!
hey this has been the best series ive watched yet its just that when i apply the subdivision modifier i lose a lot of my details in the face like the ridges around the eyes and my nose, along with the details of my ear. Is there any way i can fix this? When i use the mean crease it just makes the edge sharp and doesnt quite look the same as yours. Any help greatly appreciated!!
Thank you for this set of videos. I've attempted to bring my, admittedly substandard, 2D art into a 3D character 4 times. Each time working with different methods and none of them were really working out for me. I couldn't made the workflow work for me. But after going through the first four videos I was able to get the head retopologized. Though the ears gave me a problem since I'm working on a human character with a rounded ear. I got the head down to 3112 faces / 6224 triangles which is a very good start for my, self imposed, budget of 6t0->80 tringles for the body, and everything is a nice quad. One thing I was wondering, is near the end of this video you selected half the faces, deleted them, created a new mirror modifier and applied it. Why not use the automirror tool? It seems to do selection, deletion, modifier add portion of it.
I am curious, is it possible to still create a model of the inside of the mouth in the retopology phase or would that need to be included during the blockout phase? I wanted to try and have that prepared for the rigging/animating step so I could get some cool facial expressions on the model.
Hello, first of all, great work and great videos. I had real difficulty comprehending how to sculpt on 3D software. Thanks to your tutorials, the workflow seems to me more apprehensible. But I have difficulty. Before I started part 5, I made the big-no-no by applying the modifier Subdivision on the retopo model of the head. The problem is that I have too many polygons on the model, and I'm kind of stuck because I can’t use the vertices (to do the manipulation as shown at 06.12).I tried to redo the retopo of the head, but now the problem is that I don't have another version of the file before I joined the sculpt of the head with the body. And so it's a mess-up for working vertices by vertices with the Face Project. There are many “bugs”, so the margin of error dissuades me from continuing that way. So here I am, kind of stuck. The most recent version of the file that I can restart is before the sculpt of the head. And I don’t want to redo all of the process before I am sure there's no other option to correct my mess. So what I'm searching for is a way to decrease the number of polygons in my retopo model (like the Subdivision modifier but in reverse). I don’t have many ideas of what process I can do. If someone can tell me If he has any ideas or advice to give me to do the thing, I'd be very grateful. P.S: Sorry for the probable grammar mistakes. English is not my mother tongue.
You could try the decimate modifier and set it to un-subdivide. I don't have much experience with it tho, so I'm not sure if it would bring your mesh back to the way it was. If your willing to do the retopo again, you can separate the head from the body if you'd like. Just as long as you didn't remesh the head and body sculpt together for some reason. Bring the head/body into edit mode, then with your mouse over the head, press the L key to select linked verts. This should select just the vers of the head. Press ctrl P and separate selection. Tab out of edit mode, and you should have the head by itself again. Lemme know how it goes. Good luck! 👍
@@BranSculpts Re Sorry for responding late, I was busy. Just to say that I rebuilt the head retopo from the scratch not long after posting my first message (I was very impatient ^^'). Thanks to your answer, if I encounter the same type of problem, i will try this process. And great video again !
Your tutorial series is great, Bran! Very detailed and well explained. However, it made me wonder about this: why spend time sculpting if the end result will drop a lot of that high poly, nice detail placed upon the naked body, the very fine details. Isn't that wasted, partially at least, since the end model will be simplified, then clothed and low poly anyway? I understand the retopology necessity, for animation, rigging, performance in various use cases, exporting to game engines. I might have missed the explanation of your workflow, but after the retopology, you didn't explain or perform any baking of the sculpted mesh onto the low poly one. I learned that this is one popular way of preserving the details while decreasing the poly count. Did you have an alternative? Or did you intend to keep a sufficient and good enough level of detail with only the retopology and you think you didn't need any extra steps? Sorry if I didn't follow exactly, this confused me a bit as I thought there must be a follow up to the retopology, to regain the detail.
24:49 How are you moving the mouth and closing the eyes like that? Is it a later on tutorial? And when did you paint the pupils in her eyes? I got confused there, if you could help me, please.
I was closing the eyes by scaling the eye loop on the z axis with proportional editing. And the mouth I was just moving verts around. The pupil was made in the video before this at around 8 1/2 minute mark.
I’m using blender 2.9 and can’t find the paint and also color filter tool in sculpt mode so I used the draw tool in vertex paint mode, tho now I can’t see the painted surfaces when I return to the other modes… I’m still new to blender so this is so confusing; but I assume this is because my version is outdated? Thank you anyhow for the tutorial, it’s been awesome so far!!
Hi Bran! At first, thanks for your videos, they help me too much with my degree :) Furthermore, at minute 5:33, when i extrude, the vertex dont do the same as you, dont converge in the center and enter in the other side. Do you know what the problem could be? I hope you could help me, thank you so much
This has been an amazing tutorial, but I'm really struggling with the ear. I never seem to end up with the right number of verts! At 17:11 theres 14 all around the ear but I swear I can only end up with 13 when I'm following along.
No, we only make retopo for games cuz more vertices = less performance, but for any onther applications where the mesh is gonna stay still it doesn't matter how many verts you have
I'd like an answer to this as well. Although, I suspect it is because my edgeflow got away from me for the ears, I went back and killed some of the triangles I had but I still ended up with spikey ears. Again though, to kill the triangles I just ended up making a bunch of poles which, i'm guessing, is just as bad when you ask the computer to subdivide because it makes the math impossible .....maybe....possibly... I don't really know. Let me know if you figure it out. Edit* What i did to fix it was turn off subdivion from the view port. (It's the TV looking option within the subdivion modifier options) and clicked the vertices where the spike were at, deleted them, and redid them. As of now I'm spike free for reason I'm not entirely sure of.
Okay I’ve had this problem for weeks now, after you unclip the plane from the face at 3:59 there’s a cut in the video where above the eye it’s not filled in, I currently have that issue how did you get it filled in?
great tutorial! i was just wondering though at 22:30 i see you matched the size of the topology to the head, how did you do that? unless you manually shaped it to fit i must be doing something wrong lol
@Bran Sculpts It's hard to explain without showing what I mean, so I sent a twitter dm to show you what I mean. If it really is the mirror modifier then sorry for the dumb question lol 😅
If you set the Target of the shirnkwrap to the sculpted head, then the retopo wraps around it. And don't forget to join the ears (with mirror applied!) to the head. I think that's what you meant. If you look closely you can see the change in 22:17
Not sure what I did but the eyes are still see through. At 23:02 urs went back to normal but i cant see mine unless i go into my head and look from inside.
hey bran wanted to ask how can i do the topology cause my face isnt even the left is different form the right so cant do the topology and when i go to edit mode of the face delete half of it and mirror the side i like it just makes the privious half back and it isnt the same face. Pls what can i do want to do topology and go to the next video
Hey, Bran. I'm doing Head Retopology following your guide and I have the problem of trasparent eyes and teeth (my character has massive fangs). I've notice you had the same at 23:01 and at 23:05 it's fixed. I tried to google and bunch of options but none of them led to decision. Please help me^^
took me a while but i found it :) select the head object, then go to 'object' (the yellow/orange square) then head to 'viewport display' and de-select 'In Front" this dit it for me :) this does unfortunatly not give me the material back :/
Hey Bran thank you for the nice tutorial! I notice as i try to use shrinkwrap that you didnt mention to join the ear with the head at 15:34. So if anyone have problems with it try to join both of them together
Ah I rewatched it and see what you mean. From what I remember, I had some trouble when editing this video and lost some of the footage and ended up rerecording some parts and must have forgot. Thanks for pointing it out, I'll pin your comment in case someone has trouble 👍
Thank you !!
@@breakingmoody9902 Thank retopology sucks like HELL
@@BranSculpts im not sure if im doinh it right could you take a look and tell me if i need to fix any thing?
screen shots of the head next to the references
docs.google.com/document/d/1-kAvg04eGe6I9VkjxzAHR3pXR3yvIIsLK0vgZadYB34/edit
@@BranSculptsidiot man
22:18 Here you Instantly have a shrinkwrap around the head, which you connected to the ear. This wouldve helped me for the next video. I was trying to figure out, how you had the form of the ears, lips, nose and cheek like like in your sculpt head.
I swear your tutorials are a gold mine
Time Stamps - Moments of Great Help
00:26 Intro
00:35 Road Map [Sculpt Mode] - Painting Loops of the base mesh
02:42 Retopo Start
19:38 Clean Up
How to:
1. Smooth Tool [Edit Mode]
2. Slide Relax [Shift Mode]
3. Modifiers Applying Order
4. Mean Crease [Use in Subdivision Modifier]
Wonderful tutorial series, it's helping me out so much! There is a cut in the video at around 10:57 though where a loop cut must have been added to the cheek because the number of verts don't match once you start on the mouth so if anyone is having trouble just a add a loop cut on the cheek!
Thank you, I thought I was going crazy.
@@GlassOnion952 happy to help!
Now this has helped me understand character sculpting way more than most videos.
I LOVE this tutorial! I def gotta say though, what you mentioned at 23:20 is a godsend and saved me so much time - having the multi res and shrinkwrap modifier together.
I remember how retopo discouraged me from finishing my projects, it was too laborious for me. But now somehow retopo works for me, thanks for the explanation, it will definitely come in handy ;D
Funny how I was just remembering how unreasonably difficult retopo seemed when I was new to Blender. Guess it's hard for a learner to finally get a model to look the way they want and then realize there's a lot more work to do? I think it's pretty common
@@captainbruhbeard8950 Yeah, it's very common, when I couldn't handle myself, I just resorted to such automatic retopo, where I wasn't even satisfied with the result
Same. Retopo is just so time consuming. But I've found if you plan it out beforehand, the actual process isn't all that bad.
I'm starting to usr blender, and the part that I love the most until now is the retopo
Everyone keep saying that is the wprst part, so I think that I am doing somenthing wrong- 💀
@@Yokhuyo-dl9id lol i like it cuz it hid all of the random bumps i had and its the only part of the character design that i think i did decent on
Sat here and binged the whole series, and although I’m learning Nomad Sculpt and not Blender, I’ve learned so much! Thank you for sharing your knowledge! 🙌🏾🙌🏾💙
At 12:18 he adds another loopcut around the head, if you are wondering why it might not line up for you when he gets to the chin area 🙂
Many thanks, was confused
Mvp
hands down the best retopo tutorial on YT (afaik). The process makes the most sense to me and it's super easy to follow. Thank you!!
Wow, thanks!
this part lowkey saved my motivation for this project, I was super unhappy and frustrated with the sculpt but after the retopo the head looks decent for me and im happy with it. so glad I told myself to watch this video today
As a complete beginner retopology ruined my mood for making 3d models 😂
True Bro
I’m sure ai will be able to do it soon
@@fnord_lander there is a add on for it but its not free
I thought the same while watching the video, but is surprisingly easy
just wait until you have to uv unwrap
I've watched a few retopology tutorials before, going so far as to download polyquilt because I found things to be too difficult, but the retopo section of this video was probably the easiest to follow that I've seen yet.
Thanks so much! Glad it helped!!
I want to genuinely thank you for these Tutorial, as a beginner 3d modeler they have been greatly helpful.
Practiced this twice and got it right😎it needs a patient person, thanks man💪
Ive been looking for more full realtime sculpting tutorials. They’re very helpful for beginners! Thank you keep it up 😊
My man you make this look soo easyy!! I've been watching your tutorial for several days now!!
Btw, i'm learning so much new stuff from you i love you you're the best
Awesome, thank you!
Great, detailed and well explained walkthrough of retopology in Blender - Thank you so much for this tutorial!
You're very welcome! Glad it was helpful! 👍
one of the best tutorials ive seen on this
hands down the best tutorial for a character start to finish there is. keep coming back to this one for how goode it is. well done should do more in the fututre
never knew about mean crease , seems really handy! glad i learned it early on, wicked…!!!
👍👍👍
Thank you!! your videos inspired me and convinced me that everything is not as difficult as it seems!!
I have no words to describe how this retopology drives me crazy
The stray polygon jumpscare at 13:20 had me cackling haha, great video! I've looked at dozens of videos and none of them does this process as smoothly and easy to follow as your does. Thanks :)
Haha I have no idea how it even got there!a
" The heck is that?" at 13:23 killed me.🤣. I have to say this is the first tutorial (I have done my fair share) that shows a practical way of understanding the face loops and guiding how to place them. Most tutorials tell you where the loops should be then the person goes on the create stuff in the air that, for them not me, magically seem to always come together. Your tut demystifies head re-topology and makes it look doable by mere mortals. I tried, box modelling- struggled with the face loops. I tried adding a plane and extruding straight on reference image to quickly build the head - struggled with polygon cuts that didnt match and end up creating Tris and N-gons. I then tried blocking and sculpting... that gave me a workable and somewhat decent mess of a mesh to start retopo on but the idea of retopology especially on the head literally stopped me proceeding. I never understood how the head polygons and the face loops could eventually end up together without some voodoo witchcraft methods that most tuts expect you to suddenly understand. I am almost in tears just realizing this tutorial is the best thing since I decided to create my own characters and I just really wanted to say THANK YOU mate. This is by far the best tutorial I have seen on this subject.
Aww.... that is so kind of you. I hope that I explain everything as simple and clear as I can when I make these videos. I went through a lot of tuts and found a workflow that works for me. I am still working on making the process easier for myself as well as anybody else who watches these. Always learning and trying to do better. Keep up the good work and I look forward to seeing your end results.
I have got to say, this Tutorial has gotten me so far into my character design stuff it's not even funny. I love it and totally appreciate the help, thank you so much!
At long last, it has finally arrived! Excited for this next step in the process!
👍
@@BranSculptsidiot man
Some how you made retopology a lot easier, thank you!
I'll be using this in the future ^^
Glad I could help!
@@BranSculpts I think it's because you cut each of the parts into basic sections with colour coding, which for someone with ADHD like myself, I find helps a lot ^^
Thank you so much! Your videos are the best I've seen for far for sculpting characters in blender!
Wow, thanks!
I love this! Simple and to the point. Great job on the video. Thank you!
Glad you enjoyed it!
im so happy to find that crease way to add detail, cause previously i would add a multiresolution modifier but that wouldn't allow me to change things in the topology and animation. thank you so much :)
Glad I could help!
The retopology still makes me lazy but seeing how you did it gives me ideas to make it easier, good video
Thanks! I'm pretty lazy when it comes to retopo as well. I've been wanting to look into the softwrap addon so maybe I just have to make one really good basemesh and reuse it on future sculpts 🤔
This is the best head retopology video!! Thank you, you´re amazing teacher
Tysm, my PC was crying 😂
@10:55 A wild loop cut appeared!
Looks like you might've cut part of the video where an extra cut was added across the cheek, in line with the lips. I was super confused for a moment there!
Either way, I'm super grateful for this series. I sure picked the right time to learn sculpting :D
Same thing again for a jaw/forehead loop which appears somewhere between 10:47 and 12:22
Sorry about that. I had some trouble during editing and a few clips came up missing 😵💫 the topology I laid doesn't have to be followed to the T though. Just wanted to show the important loops and how you could connect them together. 👍
@@BranSculpts Haha, all good :D
I've been sculpting my own character, but following your process *very* closely as it's my first time doing any form of high-poly modelling/retopology and I was nervous about making a mess. It wasn't until I got towards the end of this video that I started experimenting more with my own loops, to better fit my character's non-pointy ears.
Either way, I doubt I'd have made as much progress as I have so far without these tutorials. The workflow is super intuitive, and presented so succinctly. More importantly, following along is giving me great results in my own work. Thank you so much for putting these out!
thankyou, very much for this series
Yw!
Wow super cool retopo tutorial bro! Thank you so much, I was a bit afraid of retopo but your approach is the first time o am not freak out by it 😜 I will try it your way. Thank you very much, you got a new fan 😀 👍
Glad I could help! You can do it, man!
12:36 extrure also can use ctrl+ right mouse
Amazing I have been trying to create a 3d character and this series is a huge step. I love it
Thanks! Glad it helps!
woahhh slide relax tool in smooth mode does wonders, i wish I knew it existed when I was getting started
Right when i finished part 3 Thank you!!
No problem!!
Love the accent lol
And great video, out of all the ones I watched, I felt very confident about yours, and we're working on similar models, so this is spot on what I'm looking for. I love your lil techniques and especially the sharping of the edges at the end, nice little touch, very much needed.
Awesome, these are great really feel like I'm making progress following these.
Great to hear! You got this!
Your videos are top notch! Very well done.
This is a rlly good tutorial, this definitely makes me feel a bit more comfortable with reto, 9:52, this is rlly off topic, but this reminded me that there is an angle we humans can’t process and our brain tricks us into thinking we are looking at the front of a face when we are actually looking at the back 😅
Now that was a dope video! I really needed this one! Thanks!
Glad it was helpful!
While on sculpt mode, I prefer to turn on wireframe on the viewport overlays. There we can turn down it’s opacity
This works too
@@BranSculpts I assigned it to F5 ᕦ(ಠ_ಠ)ᕤ
Hello, at 3:18 you merged at center and the pivot point seems to follow the vertex after you move it in edit mode. However, it doesn't for me and I am using blender 4.0. This is then messing up my mirror modifier. How do I solve this issue?
Hi! I had the same issue, I solved it by using the E from the last point one more time, placing it near the first dot and then i selected them both and clicked merge - at cursor. You might need to move it around if it snaps at a weird point but thats what did it for me
Imma have to watch this video 20 + times. WIsh I could of found this sooner
Oh it’ll probably be more than that 😵💫
i like your methods to everything, nice vids
I appreciate that!
Thanks man, you are realy helping a lot with this tut. Kep going!
Thanks, will do!
19:30 shortcut for unhide is alt+h
The addon that adds more primitives also give you the possibility to create a single vert as an object. That could make the process of creating a plane, then scaling, it then merging into a single vert more easier
Haha I forgot all about the extra objects addon! XD
Thank you for sharing this ❤❤❤❤
how do you make the eyes come back after the paint tool turns them off?
edit: turn off setting at 3:57, also in the viewport top-right dropdown menu change back to "material" and "backface culling" was turned on as well
Tysm 😭 I finally could Fix that low poly face tysm 🥲
Hello and thank you very much for this series , at the timestamp 23:00 I noticed you switched the head from the painting mode to the material colors.. the video jumped and you no longer had the painted plan for topology. Currently stuck here cause I am trying to follow with understanding
I think during the jump I hid the head sculpt and turned off "in-front" for the retopo head.
I've been waiting
Haha here I am!
the fact that i never planed it using the colors is just dumb hahaha this will speed my workflow a lot thank u
Good to hear! I only started trying it out a couple of weeks ago and it seems like it keeps me on track
At 23:20 where you were talking about how you could use a multi res mod and shrinkwrap it, do you think you could explain how to do that?
clean
Amazing!
Thank you! Cheers!
I always had so much trouble wth face retopo, but omg, this video was so great, that I just finished making the head of my character that was laying around in like on-off 1 afternoon? (it's not a human, so I had to reimagine some of the loops/add different ones) This video is perfect, than you so much Bran!
Now it's tme to give them clothes, rig them and check if the model deforms right, wish me luck 😔
I can't find "project individual element" under snapping at 3:16. Has anyone found out why this isn't an option?
Never found out. Have you yet? I am having an issue where I can't extrude or even click my merged plane after. So I was wondering if that had to do with that maybe?
Hi, I have the same problem, have you found any solution for this yet?
Quad remesher with X symmetry :) done
I just wanna thank you you re amasing
holy shit, this helped me like IDK HOW TO DESCRIBE, BUT THANKS OM 😭😭😭😭😭
thank you for the tutorial sir, this method is easy to follow for noob like me lol
Hi, I really love these Tutorials. It´s easy to follow. Thanks for all the work!
Only problem I found: I don´t see the Paint from my sculpt mode in layout mode anymore. Why is that? I realized you have one more menu bar, but as I watched the first few videos again, you didn´t explain this. Is that what I need?
Thanks for the help!
superbb
👍
Never thought to map it out first with the paint tool my brain
I only started doing it recently. It's keeping me from getting off track!
hey this has been the best series ive watched yet its just that when i apply the subdivision modifier i lose a lot of my details in the face like the ridges around the eyes and my nose, along with the details of my ear. Is there any way i can fix this? When i use the mean crease it just makes the edge sharp and doesnt quite look the same as yours. Any help greatly appreciated!!
I love your voice and accent
Thanks it really helped me out and its fun :)
You should try out retopoflow addon. I can get retopology done in a 3rd of the time with a full model
Thank you for this set of videos. I've attempted to bring my, admittedly substandard, 2D art into a 3D character 4 times. Each time working with different methods and none of them were really working out for me. I couldn't made the workflow work for me. But after going through the first four videos I was able to get the head retopologized.
Though the ears gave me a problem since I'm working on a human character with a rounded ear. I got the head down to 3112 faces / 6224 triangles which is a very good start for my, self imposed, budget of 6t0->80 tringles for the body, and everything is a nice quad. One thing I was wondering, is near the end of this video you selected half the faces, deleted them, created a new mirror modifier and applied it. Why not use the automirror tool? It seems to do selection, deletion, modifier add portion of it.
Great!!! Thankyou very much!!
You are welcome!
I am curious, is it possible to still create a model of the inside of the mouth in the retopology phase or would that need to be included during the blockout phase? I wanted to try and have that prepared for the rigging/animating step so I could get some cool facial expressions on the model.
We'll get to it after the body!
Hello, first of all, great work and great videos. I had real difficulty comprehending how to sculpt on 3D software. Thanks to your tutorials, the workflow seems to me more apprehensible.
But I have difficulty.
Before I started part 5, I made the big-no-no by applying the modifier Subdivision on the retopo model of the head. The problem is that I have too many polygons on the model, and I'm kind of stuck because I can’t use the vertices (to do the manipulation as shown at 06.12).I tried to redo the retopo of the head, but now the problem is that I don't have another version of the file before I joined the sculpt of the head with the body. And so it's a mess-up for working vertices by vertices with the Face Project. There are many “bugs”, so the margin of error dissuades me from continuing that way.
So here I am, kind of stuck. The most recent version of the file that I can restart is before the sculpt of the head. And I don’t want to redo all of the process before I am sure there's no other option to correct my mess.
So what I'm searching for is a way to decrease the number of polygons in my retopo model (like the Subdivision modifier but in reverse).
I don’t have many ideas of what process I can do.
If someone can tell me If he has any ideas or advice to give me to do the thing, I'd be very grateful.
P.S: Sorry for the probable grammar mistakes. English is not my mother tongue.
You could try the decimate modifier and set it to un-subdivide. I don't have much experience with it tho, so I'm not sure if it would bring your mesh back to the way it was. If your willing to do the retopo again, you can separate the head from the body if you'd like. Just as long as you didn't remesh the head and body sculpt together for some reason.
Bring the head/body into edit mode, then with your mouse over the head, press the L key to select linked verts. This should select just the vers of the head. Press ctrl P and separate selection. Tab out of edit mode, and you should have the head by itself again.
Lemme know how it goes. Good luck! 👍
@@BranSculpts Re
Sorry for responding late, I was busy.
Just to say that I rebuilt the head retopo from the scratch not long after posting my first message (I was very impatient ^^').
Thanks to your answer, if I encounter the same type of problem, i will try this process.
And great video again !
5:31 How? I press E + X and Move Left, Why is not merging? its Just Not Collided for me?
thank, very nice vidéo
Yo thanks!
i have a problem at 4:00 when i want to move the dots i move the tip of some wierd piramid does anyone know a fix for this?
thak you :D
👍👍
Hey, quick question at 23:02 how did you get your pupils back?
Btw loving the tutorial 👍👍
In the upper right corner - Viewport Shading menu - Color - Material
I hope I help someone with this ❤
@@kukluxy you really did!
But why can i See Through My eyes my Ears ? How can i fix it ?
Quick question. How did you get your eyes back at 23:02? Im stuck on this part
Turn off "in front" on your retopo mesh
Your tutorial series is great, Bran! Very detailed and well explained.
However, it made me wonder about this: why spend time sculpting if the end result will drop a lot of that high poly, nice detail placed upon the naked body, the very fine details. Isn't that wasted, partially at least, since the end model will be simplified, then clothed and low poly anyway?
I understand the retopology necessity, for animation, rigging, performance in various use cases, exporting to game engines.
I might have missed the explanation of your workflow, but after the retopology, you didn't explain or perform any baking of the sculpted mesh onto the low poly one. I learned that this is one popular way of preserving the details while decreasing the poly count. Did you have an alternative?
Or did you intend to keep a sufficient and good enough level of detail with only the retopology and you think you didn't need any extra steps? Sorry if I didn't follow exactly, this confused me a bit as I thought there must be a follow up to the retopology, to regain the detail.
Gracias! 🇨🇷
Yw! 👍
24:49 How are you moving the mouth and closing the eyes like that? Is it a later on tutorial? And when did you paint the pupils in her eyes? I got confused there, if you could help me, please.
I was closing the eyes by scaling the eye loop on the z axis with proportional editing. And the mouth I was just moving verts around. The pupil was made in the video before this at around 8 1/2 minute mark.
@@BranSculpts we dont understand, i stuck on here 2 days
I’m using blender 2.9 and can’t find the paint and also color filter tool in sculpt mode so I used the draw tool in vertex paint mode, tho now I can’t see the painted surfaces when I return to the other modes…
I’m still new to blender so this is so confusing; but I assume this is because my version is outdated?
Thank you anyhow for the tutorial, it’s been awesome so far!!
I had the same issues, updated blender, it showed paint and smear
Hi Bran! At first, thanks for your videos, they help me too much with my degree :)
Furthermore, at minute 5:33, when i extrude, the vertex dont do the same as you, dont converge in the center and enter in the other side.
Do you know what the problem could be?
I hope you could help me, thank you so much
I solve that! If happened the same to you, when you use mirror, press "clipping" and then the vertex converge in the center :)
This has been an amazing tutorial, but I'm really struggling with the ear. I never seem to end up with the right number of verts! At 17:11 theres 14 all around the ear but I swear I can only end up with 13 when I'm following along.
If you are modelling for 3d printing and not games etc is there a reason to retopo? Or is it still important to get the count down
No, we only make retopo for games cuz more vertices = less performance, but for any onther applications where the mesh is gonna stay still it doesn't matter how many verts you have
anyone know how to fix the spiked verticles after done subdivision surface added in the last part?
I'd like an answer to this as well. Although, I suspect it is because my edgeflow got away from me for the ears, I went back and killed some of the triangles I had but I still ended up with spikey ears. Again though, to kill the triangles I just ended up making a bunch of poles which, i'm guessing, is just as bad when you ask the computer to subdivide because it makes the math impossible .....maybe....possibly... I don't really know. Let me know if you figure it out.
Edit* What i did to fix it was turn off subdivion from the view port. (It's the TV looking option within the subdivion modifier options) and clicked the vertices where the spike were at, deleted them, and redid them. As of now I'm spike free for reason I'm not entirely sure of.
Okay I’ve had this problem for weeks now, after you unclip the plane from the face at 3:59 there’s a cut in the video where above the eye it’s not filled in, I currently have that issue how did you get it filled in?
great tutorial! i was just wondering though at 22:30 i see you matched the size of the topology to the head, how did you do that? unless you manually shaped it to fit i must be doing something wrong lol
You mean adding the mirror modifier?
@Bran Sculpts It's hard to explain without showing what I mean, so I sent a twitter dm to show you what I mean. If it really is the mirror modifier then sorry for the dumb question lol 😅
@@Sheikahswapper no worries! Don't be afraid to ask any questions at all 🤙
If you set the Target of the shirnkwrap to the sculpted head, then the retopo wraps around it. And don't forget to join the ears (with mirror applied!) to the head. I think that's what you meant. If you look closely you can see the change in 22:17
@@misho9038 That's actually a great tip. Thanks!
Not sure what I did but the eyes are still see through. At 23:02 urs went back to normal but i cant see mine unless i go into my head and look from inside.
try turning off backface culling in viewport shading drop down, worked for me
hey bran wanted to ask how can i do the topology cause my face isnt even the left is different form the right so cant do the topology and when i go to edit mode of the face delete half of it and mirror the side i like it just makes the privious half back and it isnt the same face. Pls what can i do want to do topology and go to the next video
Hey, Bran.
I'm doing Head Retopology following your guide and I have the problem of trasparent eyes and teeth (my character has massive fangs). I've notice you had the same at 23:01 and at 23:05 it's fixed. I tried to google and bunch of options but none of them led to decision. Please help me^^
took me a while but i found it :)
select the head object, then go to 'object' (the yellow/orange square) then head to 'viewport display' and de-select 'In Front"
this dit it for me :)
this does unfortunatly not give me the material back :/
soon