A new approach to Retopology
ฝัง
- เผยแพร่เมื่อ 25 ต.ค. 2023
- Not only Artists, but also add-on developers somehow forgot about one important aspect of retopology. Let's analyze what we do and try to think about it a bit differently this time.
Let's check it together!
"A new approach to Retopology" by Vilem Duha --
Learn more about Blender Conference 2023 at conference.blender.org/2023/
#BCON23 #b3d
This add-on is now released. It's name is Final Topology.
Please Like this comment so others can see it and find it. No links allowed here.
Where it is?.... I cant find it
its subscription based, xP@@DIRECTIONTAMIL
@@_casg it is a one time payment addon on gumroad by vilemduha, called Final Topology Blender 3D add-on
@@DIRECTIONTAMIL This addon wouldn't be available directly in blender add-on panel since it is a third party development and they require you to sing their EULA
Not the hero we deserve, but the hero we need. Doing god's work!
I am so excited to see advancements coming to retopology! it always feels like retopology needs a bit more love in blender.
Really? I’m not a expert or anything and I just started using this year but I’ve seen lots of retopology tools free and paid that are very helpful and genuinely good for retopology like retopoflow or quadwrap. I personally use blender built tools cause I think it does the job perfect for me but I know there are crazy good tools to download and are not very expensive. Why did you feel like it needs more love? I’m curious
this feature is been existing in Maya since 2017 or somthing, Took a while to get it to blender for some reason
Prolly because blender dev are such a small dev team, depend soldly on addon made by community which is not guarantee to update every release, and they always putting the hype into geometry node which i hate it so much, sucha alien language got so much love.
I would wish the dev to giving one update release that not tackle anything related to geometry node and giving me a fucking damn texture paint update, physic engine update, retopo update, uv workflow update.... Blah blah blah, just fucking give me one so i wont have to praise Maya anymore 😒
I've wanted this for about 25 years - Thespline tools in Corel Draw do this in 2D and I've always wanted this ability in 3D as, especially with Blender's loop selection, you'd be able to drop mesh desity easily without hours of pulling points around. Making computers do the work, this is what computers are for! :D
Dude yes. We have needed this for so long. Thank you!
where get it ? let me fly
tbh, there are a few things I just never had the patience for,... 1. UV unwrapping 2. Retopo 3. Rigging.... if these three aspects could be simplified into processes that don't take hours on hours to do,.. I think my creativity in blender would just explode.... You guys are all amazing!
Stop being lazy and then your creativity will ''explode'' anyways.
@@MagodosFrames They just said they don't have the patience for it, "stop being lazy" is useless advice
those tasks are prefect for a machine solution. we dont use shovels to dig ditches anymore we have hydrolic machinery. the shovel is only pulled out for small things. same here we need automation. their is no reason for it to be this dumb @@MagodosFrames
Shhh you're not supposed to talk about things that will help people on here. It gets in the way of some rich dude affording another yacht and banging prostitutes on said yacht in the middle of the ocean which is technically not subjected to any country's laws thereby allowing (hypothetically) for it to be totally legal but what he fails to admit to himself is that nothing is hidden from the eyes of the lord (which is also the motto of every intelligence agency from here to timbuktu). @@MagodosFrames
If you had ADHD like I have then you would understand, that re-topology can be tedious. So the patience side of things I fully understand is not necessarily being lazy whatsoever. If there is a faster way of retopologizing a model I would take it not necessarily one press of a button but something quicker. I don't want that artistic flow fully taken away but I do understand the patience side of things and the time consumption it takes to retopo a model. I would also say the same thing with UVs, FFS lol.
omg it's amazing! I've been looking for tools like these for years, and they finally exist haha
The tools at 14:00 and 15:00 should be built into Blender by default, I've had both of these issues in the past week alone
Literally the Un-Subdivide command does exactly that?
no@@BuzzKirill3D
@@BuzzKirill3DHe's saying unsubdivide won't give you precisely the same vertex positions as were used prior to the subdivision, but unsubdivide combined with his tool can.
@@clonkex you're right, I just tested it with a Suzanne model. Not only the vertex positions weren't the same, but even the triangle count changed.
the closest i've gotten before this is using the multires modifier instead of subdivision.
You can apply a shrinkwrap after it, and have the multires conform to it
multires has unsubdivide
I was thinking the same thing, using shrinkwrap with a multires should give almost the same result afaik.
Yes multires has more options than subdiv
Man… I would be clapping and cheering from the start! Man, that’s a before and after in retopo!!!!! 👏👏👏👏👏👏
Can't wait to see more of this, thank you for the effort in this tools
This looks fantastic Vilem! I've been doing a lot of retopology lately and cannot wait to try this.
What A Legend only hardcore Retopo people know how good this is
I am not a hardcore Retopo person, but even I understand how amazing this is. Wow.
I dont get it ? Isn't this just the same as shrink-wrap modifier?
yea shrinkwrap is nice and similar but as he explains from min 8 to min 9 shrinkwrap has some problems and its not that accurate @@blanketparty5259
@@blanketparty5259 from what i understand it's a better shrinkwrap because it will not stick to the geometry if it makes some vertices getting too much in or outside the mesh but rather find a middle ground to better fit the real shape of the mesh
@@blanketparty5259the shrinkwrap only affects the 'existing' vertices of the mesh, not the 'virtualized' vertices of the subdivision surface. So shrinkwrapping a low poly mesh to the high poly one will usually be slightly different. You can only get a more accurate shape if you applied the subdivision surface AND THEN apply shrinkwrap to your retopo'd mesh, but ofc you lose your low poly mesh in the process.
so an oversimplification of what this guy is trying to do is make it easier for us to visualize how applying both of those modifiers would look like WITHOUT actually applying it.
Hero! THanks for developing this!! This is going to be a game-changer for the Industry!
SO excited
Just, awesome!
can't wait to try it, very cool work!
such a simple yet a brilliant addition
I've wanted this for as long as I've known subdivide modifier and it's been only guesswork and manual work from my side
So awesome! 🎉
amazing bravo cheers' mate
Thank you very much Vilem Duha for sharing! and will be a cross-generational function for all artist, but I want to express my opinion. There will be another need that has been ignored in topology. Topology is also a process of reducing triangular surfaces, so the artist While re-topologizing, we are also thinking about which details require topology and which do not require topology. This is equally important, and I think it will provide some food for thought on how to improve this feature. Thanks again!
Wonderful work, interesting new concept. Cant wait for a release.
I have had this exact thought before, glad someone put the work in to fix this issue
wow, looks great
This looks really good. I would use this a lot.
This is actually so necessary. In retrospect, it is true that when I tried to retopo my models, although they looked neater, they also looked a lot softer. I thought it was just a symptom of using less vertices, but actually you tend to lose detail in cavities and parts that stick out, so you end up adding new geometry after the fact. I notice this a lot when retopoing eyelids, nostrils or ears.
Those should be baked normals
I'm jumping for joy!!!!!!
ftr, the multi-res modifier has a similar feature. i think it's called "apply base." you just have to apply a shrinkwrap modifier beforehand. however, that feels much more destructive and moreso something you do at the end of the modeling process. something more real-time would be awesome and just feel better.
I can't wait. It's magical
Nice to hear F2 mentioning to its author. You can find lots of interesting F2 using videos on my channel.
As far as I remember, there are no tools that reconstruct original unsubd shape, but there was discussions around that.
This is really cool. And as he stated, it gives you better topology, not just easier. I believe when machine learning tools are created to do retopology for us then it should be trained on this type of topology which follows the original surface better.
I'm still surprised in 2023 there isn't an automatic Retopology software that does it automatically to a high precision.
Right now for complex Organic models, none of the automatic add-ons get the job done, it always requires hours of manual vertices manipulation to get it done.
I didn't get really the benefit. To me it looks like what you can do with conform brush in 3ds Max for ex. after simple retopo you conform the mesh to the high poly surface.
This is awesome
Thankyou blender!!
This is Absolutely Brilliant, well done, cant wait for its release
just use inverted smooth modifier, it is easy....
it is exaclty what preserve initial surface, and in fact after retopology you mesh is just smoothed, SO, JUST USE SMOOTH, IT IS NATIVE MODIFIER just set -1.
there is should be video about nice fast tools to generate topology patches easily, like standart blender "fill grid" but without it's bugs. all i need is markdown system, and automated filling, it is more than enough.
Mindblowing!
i just did my first character in university and man retopology is no joke i felt like i was doing a big freakin puzzle the whole time lol im really excited to see new technologies and ways of retopo because at times when things are going well it can be relaxing.
With time, all retopo will be relaxing. Solving this puzzle is what makes a good rig and bad one, also help the shading.
retopology is one thing, knowing the flow of anatomy and simplifying curves for animation "while" retopologyzing and preparing the model for 3 or 4 different purposes "while" we are simplifying is something that our 15 watts brain will still do better then any fake @ss Algorithm and statistics of pattern recognition the corpo world uses to steal everything and dares to call "AI"
This is a game changer. I have yet to practice any retopology, but understand how it works and different ways to approach a model, but this is really a game changer. Never thought of taking an approach like this. Good job, can't wait to try it out
This is seriously cool tech. I want that addon :) !
Feels awesome to see a presentation from a Czech person at Blender conference. Probably because of how small of a country we are, it makes you really realize how diverse the Blender community is while they all share passion for the same program.
shut up
Great !!!!
this is amazing, this is something that has needed to be done for a LONGGG time for the whole entire 3D industry. Thank you
yes please!
This is huge!
we need this NOW. awesome that finally someone found a good solution!
Vilem! Super cool!
That's really cool. And it's most likely that nothing like this tool exists anywhere.
I love them showing off the BSurfaces side-by-side comparison and having it actually be significantly _slower_ than the standard approach 😆
Great Job
8:55 exactly that is the reason why I never use automatic stuff for retopology and do it all by hand, even when I have used retopoflow, funny enough I mostly forget that I have it, I jump out of it and adjust the vertex again so that they fit better ^^
For me, retopoflow has always been just a little too laggy. Doesn't seem to matter if I'm working on a beast of a desktop or my laptop. I'd love to use this new addon plus basic blender retopo.
@@evanlane1690 hmm thats odd because even on my old PC that was really not the best it was working relative smooth, maybe there is something else that is messing around with the performance, it can also be the version of Retopoflow, my version is a bit older and I switch to Blender 2.8 to use it, the reason is that I got a copy of it from a friend so I get no updates, that is also the reason why I mostly forget that I have it and therefore 95% of the time I just use vanilla Blender and do all my retopo by hand, and when it is not something as crazy like a Skeleton Horse then, with good music, it can be very relaxing and fast XD
More mesh analytics tools is always welcome.
amazing
@Blender I wish Blender could change a settings in snap face when retopology, it's annoying to see your extrude face going to far of where you wished it to be, but it could be better if Blender use a snap face with a combination of this direction of Y, X, Z to automatically snap with the exact direction of your extrude
Interest is piqued ... times ten!
This is insane, can't wait for it to be released!
is it blender V4 feature?
well, that's exactly what i was poorly trying to achieve with a combo of remesh and shrinkwrap... on a computer not connected to internet.
Now i'm affraid of youtube's algorythm, but still glad it sent me here.
great work man !
I know there's already super convinient retopo tools outside of Blender (Zbrush having my favorite), but this should've been implemented into blender a long time ago. Still a great feat regardless.
in this and that menu, mouse click twice, a popup window shall appear with the perfect tools you where always looking for... it exists as of blender 2.6 - - THAT IS SO BLENDER!!
I can’t wait to play with this!
完美的,非常期待
nice!
Amazing work 🙏
very cool
This is incredible !!!
When is the release? What will this tool be called? It looks very promising
This is an awesome development for organic retopology! Is this tool available now? How can we get it?
Give me a motivation to sculpt
He explains the problem well, which I hadn't thought about before, but I don't understand his solution at all. Is it a free addon? Paid addon? What's it called? Does it just show how your retopo is off or does it fix it for you? How do you use it???
I love when humans use their intelligence towards art ❤
I guess its not a feature because it was never really needed. In the regular pipeline, you often project which solves the problem automatically and when it comes to hard surface retopo, you usually don't want a 1 to 1, you want an improved shape (And displacements maps are a thing too). The freeze mesh tool does seem really useful. I'm for sure trying it out, maybe it will feel nicer to work with, only worry tho is that it will end up being laggy especially for really heavy meshes. If it doesn't work out, well Zbrush still exists.
forgive my naïve question but doesn't this already exist? didn't the original subd paper suggest any volume preservation methods?
looks really good, however would like some more auto retop tools, an update to what quad remesher can do.
3Ds max auto retop is great, and with advancement in AI now retop should be a thing of the past
well, well , well ....❤❤❤❤❤❤
Just use the shrinkwrap and multires modifier (which uses displacement and can then be baked to displacement and normal maps). There are plenty of tutorials for this.
But can that do the loop cut in 14:50?
@@highlyevil9358yes
We’re do I buy! Now here swipe my card Mr 😂 quickly before my sculpture runs away. Funny enough I know it’s not fair to you Og blender users because you been on it for years! And needed this and here I come along and learn blender in a year and then all these helpful tools come out… I know it’s not fair but at least we all win in the end.🙏🏽👍🏽
IS IT OUT YES OR NO?
I know that the decimate modifier has an unsubdivide option but i dont know how well it works.
You might be able to simulate the inverse subdivide by doing a subdiv, shrinkwrap, decimate combination
Just tried it and it appears that the decimate modifiers unsubdivide option has no volume preservation.
So would this cut down that 1-2 hour thing to what like 30 minutes? I'm new to sculpting. never really retopo'd yet though as i 3d print stuff.
It doesn't necessarily make the process faster but it can give much better results.
Why not finally add the ability to start retopology with the click of a button, without selecting bindings, modifiers, etc.? And I want to ask the same question about the possibility of setting a temporary color for polygons without changing the material settings?
Isn't this why we use shrinkwrap modifier and the multi-resolution modifier? Really cool area to explore.
maybe this can get even better for normal map baking, imagine an accurate offset slider, for cages with no colliding surfaces
hopefully it's fully added
nice 😮
14:46 thats a literal game changer for my workflow
can you explain it a litle bit more?
I’ve done retopo in Maya, Zbrush, and Modo. I’m pretty proficient with Blender now and love it, but retopo seems so clunky to start up in Blender. I replaced modo with Blender for modeling and every day use, and haven’t really messed with Modo. I really liked how modo had a retopo tab, it was intuitive.
Ive been using Topogun it's the best for retopology in my toolbox
So when we can try this tool? 😊
I hope you (the speaker) can do a more technical deep dive video about the optimization algorithm when you release this.
I feel like this is a dumb question, but why not just use the shrinkwrap AFTER the subdiv?
Wouldn't that snap the subdivided geometry to the high poly surface, instead of snapping the pre-subdivved mesh to it?
There's still some cool functionality here regardless, but I'm really curious why he's completely glossing over this option.
-> It is like basically wanting to clone the high poly mesh so perfectly in a low poly form that it captures each curve as it should.
So i can see the issue and the solution he presents.
-> Outside of the box thinking...
Or A Texture Bake system for low poly, so we don't even need to sculpt them in high poly... A Low poly texture bake system that can have any data for textures. ( scales, what not. ) based on a data bank and catalogue of thousands of models made by users.
You set the parameters. ( Dragon model textures. etc. ) And the system randomly bakes textures of those categories unto your model.
Having scanned your model. And the user can keep doing the process until he gets a happy result. Low Poly, baked with high res textures without ever even going into sculpt mode...
Basically like those special paint bath where they coat art on an object by dipping said object carefully into the liquid and than taken out.
Can't you make the retopo mesh smaller than the high poly sculpt, so it fits within it perfectly.
Then using face direction or something like it you tell Blender to bake the outside face of the high poly to the outside faces of the low poly inside the high poly sculpt.
So you revert the face direction of the high poly to the inside, so it projects those textures down and shrinks it evenly on the low poly model. So that instead of trying to capture larger textures on a polygon count too low to really measure them, we shrink the textures down to fit on a slightly smaller model... Or something along those lines.
We essentially try to adjust the low poly to capture the bigger elements, rather than casting the bigger elements on a slightly smaller model.
There is one in zbrush its called projection.
How is the end result from this method of snapping different from the method used in the video ,”Projecting High Res Sculpt into the multi res modifier in Blender” uploaded by Louis du Mont? If this add-on is more accurate then great! Would be nice to see a side by side.
In my humble view, this kind of remeshing should become default. Perhaps not by force, as it is bound to take extra computation, but it has so many use cases.
A mí me gustaría que en la Re topología hubiera muchas más opciones y que de alguna forma fuera más rápida y precisa porque, aunque funciona, es muy tediosa y lenta. Yo hago modelos de criaturas y la re topología me fastidia, también me gustaría que blender mejore un poco en términos de rigging y en la optimización en cuanto a la cantidad de vértices en modelos. Pero a lo que realmente le vi un problema y dificultad es a la hora de crear un Normal Map, es muy complicado en EEVEE y de la otra forma igual, me gustaría una opción que te permita crer un mapa de normales con un modificador y que este se aplique después de aplicar el modificador, o crearlo como una textura procedural similar al Bump o displacement, ayudaría mucho con los novatos que recién van empezando y quieren conocer la re topología y los normal map. (Esto no es una crítica es una sugerencia para una futura actualización, por ejemplo, la futura. 4.5)
Damn and I just bought quad remesher
What's the name of the feature / tool /addon talked about in this talk?
Is this out yet? I've been looking for it but I don't know what to search. I tried scrubbing the video but I can't even find his company's name or anything
Make it standard built in in Blender. Otherwise just another addon. Just like that Set flow addon. Just work together with the authors to built in inside blender
wouldnt a Projection from the rough high poly mesh to the low retopo mesh work? i do that in zbrush and keep projecting for every subdivision level
Is there a universe where I can add bevels to text without it freaking out over self intersects or am I doomed to a life of remeshing every time
There is, I guess 1 year in the future.
Doomed for sure. Ian McGlasham has a great series on retopoing text into all quads that might help you though.
this exist in maya since long ;)
They only had normal Instance objects half a year ago, just like Light Linking. The guys do everything except what is really needed for work.
Does anybody know how to add the new modis?
What is it called? And how much will it cost?