A new approach to Retopology

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  • 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

ความคิดเห็น • 325

  • @blenderkit
    @blenderkit 7 หลายเดือนก่อน +268

    This add-on is now released. It's name is Final Topology.

    • @vilemduha3856
      @vilemduha3856 7 หลายเดือนก่อน +9

      Please Like this comment so others can see it and find it. No links allowed here.

    • @DIRECTIONTAMIL
      @DIRECTIONTAMIL 6 หลายเดือนก่อน

      Where it is?.... I cant find it

    • @_casg
      @_casg 6 หลายเดือนก่อน

      its subscription based, xP@@DIRECTIONTAMIL

    • @timurariman
      @timurariman 6 หลายเดือนก่อน

      @@_casg it is a one time payment addon on gumroad by vilemduha, called Final Topology Blender 3D add-on

    • @MaruskaStarshaya
      @MaruskaStarshaya 5 หลายเดือนก่อน +3

      @@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

  • @VentelHD
    @VentelHD 7 หลายเดือนก่อน +107

    Not the hero we deserve, but the hero we need. Doing god's work!

  • @gailan8393
    @gailan8393 7 หลายเดือนก่อน +155

    I am so excited to see advancements coming to retopology! it always feels like retopology needs a bit more love in blender.

    • @sichibukailaw6418
      @sichibukailaw6418 7 หลายเดือนก่อน

      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

    • @koganbros.9351
      @koganbros.9351 6 หลายเดือนก่อน

      this feature is been existing in Maya since 2017 or somthing, Took a while to get it to blender for some reason

    • @phucthinhnguyen1157
      @phucthinhnguyen1157 3 หลายเดือนก่อน

      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 😒

  • @PrinceWesterburg
    @PrinceWesterburg 7 หลายเดือนก่อน +82

    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

  • @digitalmc
    @digitalmc 7 หลายเดือนก่อน +53

    Dude yes. We have needed this for so long. Thank you!

    • @hzc54188
      @hzc54188 7 หลายเดือนก่อน +7

      where get it ? let me fly

  • @brewmeup5827
    @brewmeup5827 7 หลายเดือนก่อน +29

    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!

    • @MagodosFrames
      @MagodosFrames 7 หลายเดือนก่อน +4

      Stop being lazy and then your creativity will ''explode'' anyways.

    • @MixMastaCopyCat
      @MixMastaCopyCat 7 หลายเดือนก่อน +28

      @@MagodosFrames They just said they don't have the patience for it, "stop being lazy" is useless advice

    • @marsmotion
      @marsmotion 6 หลายเดือนก่อน

      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

    • @skyone1208
      @skyone1208 5 หลายเดือนก่อน

      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

    • @Strider1122
      @Strider1122 4 หลายเดือนก่อน +3

      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.

  • @mizzauro
    @mizzauro 7 หลายเดือนก่อน +83

    omg it's amazing! I've been looking for tools like these for years, and they finally exist haha

  • @MysteryPancake
    @MysteryPancake 7 หลายเดือนก่อน +59

    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

    • @BuzzKirill3D
      @BuzzKirill3D 7 หลายเดือนก่อน +2

      Literally the Un-Subdivide command does exactly that?

    • @PrefoX
      @PrefoX 7 หลายเดือนก่อน

      no@@BuzzKirill3D

    • @clonkex
      @clonkex 7 หลายเดือนก่อน +21

      @@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.

    • @BuzzKirill3D
      @BuzzKirill3D 7 หลายเดือนก่อน +8

      @@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.

  • @STANNco
    @STANNco 7 หลายเดือนก่อน +38

    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

    • @tobymdev
      @tobymdev 7 หลายเดือนก่อน

      multires has unsubdivide

    • @bruhmomentum3633
      @bruhmomentum3633 7 หลายเดือนก่อน +7

      I was thinking the same thing, using shrinkwrap with a multires should give almost the same result afaik.

    • @juliocargnin
      @juliocargnin 7 หลายเดือนก่อน

      Yes multires has more options than subdiv

  • @Gabirell
    @Gabirell 7 หลายเดือนก่อน +9

    Man… I would be clapping and cheering from the start! Man, that’s a before and after in retopo!!!!! 👏👏👏👏👏👏

  • @KKOLL007
    @KKOLL007 7 หลายเดือนก่อน +3

    Can't wait to see more of this, thank you for the effort in this tools

  • @jb_
    @jb_ 7 หลายเดือนก่อน +11

    This looks fantastic Vilem! I've been doing a lot of retopology lately and cannot wait to try this.

  • @LightningdHeiwa
    @LightningdHeiwa 7 หลายเดือนก่อน +145

    What A Legend only hardcore Retopo people know how good this is

    • @borisfeinbrand8937
      @borisfeinbrand8937 7 หลายเดือนก่อน +15

      I am not a hardcore Retopo person, but even I understand how amazing this is. Wow.

    • @blanketparty5259
      @blanketparty5259 7 หลายเดือนก่อน +1

      I dont get it ? Isn't this just the same as shrink-wrap modifier?

    • @LightningdHeiwa
      @LightningdHeiwa 7 หลายเดือนก่อน

      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

    • @mathieu499
      @mathieu499 7 หลายเดือนก่อน

      @@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

    • @RexelBartolome
      @RexelBartolome 7 หลายเดือนก่อน +12

      ​@@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.

  • @gabocavallaro
    @gabocavallaro 7 หลายเดือนก่อน +1

    Hero! THanks for developing this!! This is going to be a game-changer for the Industry!
    SO excited

  • @NightVisionOfficial
    @NightVisionOfficial 7 หลายเดือนก่อน +2

    Just, awesome!

  • @archerjoii3673
    @archerjoii3673 7 หลายเดือนก่อน

    can't wait to try it, very cool work!

  • @aronseptianto8142
    @aronseptianto8142 7 หลายเดือนก่อน

    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

  • @JonNancyH
    @JonNancyH 7 หลายเดือนก่อน

    So awesome! 🎉

  • @kodesh8751
    @kodesh8751 7 หลายเดือนก่อน +1

    amazing bravo cheers' mate

  • @user-zf4vq3of7o
    @user-zf4vq3of7o 7 หลายเดือนก่อน

    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!

  • @hilthkess
    @hilthkess 7 หลายเดือนก่อน

    Wonderful work, interesting new concept. Cant wait for a release.

  • @gwentarinokripperinolkjdsf683
    @gwentarinokripperinolkjdsf683 7 หลายเดือนก่อน

    I have had this exact thought before, glad someone put the work in to fix this issue

  • @jacrossiter2097
    @jacrossiter2097 7 หลายเดือนก่อน +1

    wow, looks great

  • @ianmcglasham
    @ianmcglasham 7 หลายเดือนก่อน +1

    This looks really good. I would use this a lot.

  • @jojogape
    @jojogape 4 หลายเดือนก่อน +4

    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.

    • @ShakedownUnreal
      @ShakedownUnreal 3 หลายเดือนก่อน

      Those should be baked normals

  • @MoctorDac
    @MoctorDac 7 หลายเดือนก่อน

    I'm jumping for joy!!!!!!

  • @sagaevan9641
    @sagaevan9641 7 หลายเดือนก่อน +5

    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.

  • @chriscosby6612
    @chriscosby6612 7 หลายเดือนก่อน

    I can't wait. It's magical

  • @1DInciner
    @1DInciner 7 หลายเดือนก่อน +4

    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.

  • @patriknordberg1259
    @patriknordberg1259 7 หลายเดือนก่อน +45

    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.

    • @indi8990
      @indi8990 7 หลายเดือนก่อน +22

      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.

    • @MrGTAmodsgerman
      @MrGTAmodsgerman 7 หลายเดือนก่อน +1

      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.

  • @MrSorbias
    @MrSorbias 7 หลายเดือนก่อน +1

    This is awesome

  • @vinzjralordz6943
    @vinzjralordz6943 7 หลายเดือนก่อน

    Thankyou blender!!

  • @emmyshinarts
    @emmyshinarts 7 หลายเดือนก่อน

    This is Absolutely Brilliant, well done, cant wait for its release

  • @slimeball3209
    @slimeball3209 7 หลายเดือนก่อน +3

    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.

  • @iGambitoi
    @iGambitoi 7 หลายเดือนก่อน

    Mindblowing!

  • @NoobahSteve
    @NoobahSteve 7 หลายเดือนก่อน +31

    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.

    • @pebegou
      @pebegou 7 หลายเดือนก่อน +4

      With time, all retopo will be relaxing. Solving this puzzle is what makes a good rig and bad one, also help the shading.

    • @imaginalex5850
      @imaginalex5850 7 หลายเดือนก่อน

      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"

  • @BolognaPONYProduction
    @BolognaPONYProduction 7 หลายเดือนก่อน +5

    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

  • @DonC876
    @DonC876 7 หลายเดือนก่อน

    This is seriously cool tech. I want that addon :) !

  • @ArtemGms
    @ArtemGms 7 หลายเดือนก่อน +38

    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.

  • @Raging92
    @Raging92 7 หลายเดือนก่อน

    Great !!!!

  • @venomous
    @venomous หลายเดือนก่อน

    this is amazing, this is something that has needed to be done for a LONGGG time for the whole entire 3D industry. Thank you

  • @RobbieTilton
    @RobbieTilton 7 หลายเดือนก่อน

    yes please!

  • @studiowalker
    @studiowalker 7 หลายเดือนก่อน

    This is huge!

  • @PrefoX
    @PrefoX 7 หลายเดือนก่อน +3

    we need this NOW. awesome that finally someone found a good solution!

  • @Gidowan
    @Gidowan 7 หลายเดือนก่อน +1

    Vilem! Super cool!

  • @Noclip420
    @Noclip420 7 หลายเดือนก่อน +4

    That's really cool. And it's most likely that nothing like this tool exists anywhere.

  • @grimwolf9988
    @grimwolf9988 7 หลายเดือนก่อน +1

    I love them showing off the BSurfaces side-by-side comparison and having it actually be significantly _slower_ than the standard approach 😆

  • @designomatic_in
    @designomatic_in 7 หลายเดือนก่อน

    Great Job

  • @ragnarhrodgarson1952
    @ragnarhrodgarson1952 7 หลายเดือนก่อน +3

    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 ^^

    • @evanlane1690
      @evanlane1690 4 หลายเดือนก่อน

      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.

    • @ragnarhrodgarson1952
      @ragnarhrodgarson1952 4 หลายเดือนก่อน

      @@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

  • @hereb4theend
    @hereb4theend 7 หลายเดือนก่อน +5

    More mesh analytics tools is always welcome.

  • @ZhuYuxiang
    @ZhuYuxiang 7 หลายเดือนก่อน

    amazing

  • @IFB4521
    @IFB4521 7 หลายเดือนก่อน

    @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

  • @mixchief
    @mixchief 7 หลายเดือนก่อน

    Interest is piqued ... times ten!

  • @superkaboose1066
    @superkaboose1066 7 หลายเดือนก่อน +6

    This is insane, can't wait for it to be released!

    • @tapikoBlends
      @tapikoBlends 7 หลายเดือนก่อน

      is it blender V4 feature?

  • @jonathanbottazzi8142
    @jonathanbottazzi8142 2 หลายเดือนก่อน

    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 !

  • @jojobizadTRASH
    @jojobizadTRASH 7 หลายเดือนก่อน +3

    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.

  • @daan3898
    @daan3898 7 หลายเดือนก่อน +13

    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!!

  • @jaedonwallace6434
    @jaedonwallace6434 7 หลายเดือนก่อน

    I can’t wait to play with this!

  • @user-nj4pc8kv2w
    @user-nj4pc8kv2w 7 หลายเดือนก่อน

    完美的,非常期待

  • @31samu
    @31samu 7 หลายเดือนก่อน

    nice!

  • @oculicious
    @oculicious 7 หลายเดือนก่อน

    Amazing work 🙏

  • @ahmedice9417
    @ahmedice9417 7 หลายเดือนก่อน

    very cool

  • @sahmirlareum2718
    @sahmirlareum2718 7 หลายเดือนก่อน

    This is incredible !!!

  • @user-hl9lp8yn6o
    @user-hl9lp8yn6o 7 หลายเดือนก่อน +2

    When is the release? What will this tool be called? It looks very promising

  • @jeremypajotart
    @jeremypajotart 7 หลายเดือนก่อน +1

    This is an awesome development for organic retopology! Is this tool available now? How can we get it?

  • @Not_A_Friend0777
    @Not_A_Friend0777 7 หลายเดือนก่อน

    Give me a motivation to sculpt

  • @mdoerkse
    @mdoerkse 7 หลายเดือนก่อน +2

    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???

  • @KQCNT
    @KQCNT 7 หลายเดือนก่อน +9

    I love when humans use their intelligence towards art ❤

  • @bobsteven2363
    @bobsteven2363 7 หลายเดือนก่อน +1

    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.

  • @ollied2025
    @ollied2025 7 หลายเดือนก่อน +3

    forgive my naïve question but doesn't this already exist? didn't the original subd paper suggest any volume preservation methods?

  • @3DJay429
    @3DJay429 7 หลายเดือนก่อน +1

    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

  • @sebbosebbo9794
    @sebbosebbo9794 7 หลายเดือนก่อน

    well, well , well ....❤❤❤❤❤❤

  • @PaulMoyseArt
    @PaulMoyseArt 7 หลายเดือนก่อน +8

    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.

    • @highlyevil9358
      @highlyevil9358 7 หลายเดือนก่อน

      But can that do the loop cut in 14:50?

    • @shibaos
      @shibaos 4 หลายเดือนก่อน

      ​@@highlyevil9358yes

  • @EL_N0IR_2201
    @EL_N0IR_2201 7 หลายเดือนก่อน

    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?

  • @realtimberstalker
    @realtimberstalker 7 หลายเดือนก่อน

    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

    • @realtimberstalker
      @realtimberstalker 7 หลายเดือนก่อน

      Just tried it and it appears that the decimate modifiers unsubdivide option has no volume preservation.

  • @lupusk9productions
    @lupusk9productions 7 หลายเดือนก่อน

    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.

    • @clonkex
      @clonkex 7 หลายเดือนก่อน

      It doesn't necessarily make the process faster but it can give much better results.

  • @user-qs9lh2we6n
    @user-qs9lh2we6n 7 หลายเดือนก่อน +1

    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?

  • @appuser
    @appuser 6 หลายเดือนก่อน

    Isn't this why we use shrinkwrap modifier and the multi-resolution modifier? Really cool area to explore.

  • @audi6x9
    @audi6x9 7 หลายเดือนก่อน +3

    maybe this can get even better for normal map baking, imagine an accurate offset slider, for cages with no colliding surfaces

  • @thelaw3536
    @thelaw3536 7 หลายเดือนก่อน

    hopefully it's fully added

  • @demnyan
    @demnyan 7 หลายเดือนก่อน

    nice 😮

  • @Fxnarji
    @Fxnarji 7 หลายเดือนก่อน

    14:46 thats a literal game changer for my workflow

    • @MlleMarinax
      @MlleMarinax 7 หลายเดือนก่อน

      can you explain it a litle bit more?

  • @DaveUnreally
    @DaveUnreally 7 หลายเดือนก่อน +16

    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.

    • @starwarz8479
      @starwarz8479 7 หลายเดือนก่อน

      Ive been using Topogun it's the best for retopology in my toolbox

  • @yar3613
    @yar3613 7 หลายเดือนก่อน +1

    So when we can try this tool? 😊

  • @JohannesSchmitz
    @JohannesSchmitz 7 หลายเดือนก่อน +1

    I hope you (the speaker) can do a more technical deep dive video about the optimization algorithm when you release this.

  • @KizuSeirei
    @KizuSeirei 7 หลายเดือนก่อน

    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.

  • @Titanscreaming
    @Titanscreaming 4 หลายเดือนก่อน

    -> 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.

  • @rashancar
    @rashancar 7 หลายเดือนก่อน +1

    There is one in zbrush its called projection.

  • @ThoughtsFew
    @ThoughtsFew 6 หลายเดือนก่อน

    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.

  • @haraldthi
    @haraldthi 7 หลายเดือนก่อน

    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.

  • @darksoul7213
    @darksoul7213 7 หลายเดือนก่อน

    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)

  • @_casg
    @_casg 7 หลายเดือนก่อน

    Damn and I just bought quad remesher

  • @kruth6663
    @kruth6663 7 หลายเดือนก่อน

    What's the name of the feature / tool /addon talked about in this talk?

  • @campbellwinslow6986
    @campbellwinslow6986 7 หลายเดือนก่อน +1

    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

  • @orphydiancg7759
    @orphydiancg7759 7 หลายเดือนก่อน +1

    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

  • @albertmunoz9075
    @albertmunoz9075 7 หลายเดือนก่อน

    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

  • @funx24X7
    @funx24X7 7 หลายเดือนก่อน +2

    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

    • @vilemduha3856
      @vilemduha3856 7 หลายเดือนก่อน

      There is, I guess 1 year in the future.

    • @joshhockey9
      @joshhockey9 7 หลายเดือนก่อน +1

      Doomed for sure. Ian McGlasham has a great series on retopoing text into all quads that might help you though.

  • @antoinelienard8744
    @antoinelienard8744 7 หลายเดือนก่อน +1

    this exist in maya since long ;)

    • @user-rj7ks6ik2s
      @user-rj7ks6ik2s 7 หลายเดือนก่อน

      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.

  • @matthias-danielzerez6947
    @matthias-danielzerez6947 4 หลายเดือนก่อน

    Does anybody know how to add the new modis?

  • @incaroads001
    @incaroads001 7 หลายเดือนก่อน

    What is it called? And how much will it cost?