Which Sculpting Technique is Better in Blender?

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  • เผยแพร่เมื่อ 22 พ.ย. 2024

ความคิดเห็น • 126

  • @peacefusion
    @peacefusion ปีที่แล้ว +77

    Dyntopo is really great for saying "screw the rules, I want a new arm." Remesh is more useful when you say, "i messed up, please add this new arm back to the body."

    • @Blamesy
      @Blamesy 11 หลายเดือนก่อน

      Haha well said

  • @MWSculpts
    @MWSculpts 2 ปีที่แล้ว +78

    Sweet, that's a great explanation of both and when to use. As someone who has gotten into the routine of just remeshing, sometimes my viewport gets a bit laggy with all that uneeded geometry.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +4

      Yeah, it was surprising how well they work together once I looked more into them. But it's easy to also just stick with one, because it feels like you have to choose. :)

    • @manu901able
      @manu901able ปีที่แล้ว +2

      Probably the best explanation, I've been looking some and this one go straight into the target, everyone should watch this after learning to set dyno and remesh options.

  • @froryte
    @froryte ปีที่แล้ว +3

    i wish i found this sooner, really compact, easy to understand explanation of it! direct to the point explanations are the best

  • @homelessperson5455
    @homelessperson5455 2 ปีที่แล้ว +13

    Thanks for the explanation! Also, I think I'm going to have to look through all the sculpting tools sometime after the wizardry you pulled at 3:40

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +8

      Haha! I used the simplify brush to add more geometry to the horn, then used the draw brush with a texture to draw these fine details and refined the structure with the crease brush. :)

  • @ones_flow5652
    @ones_flow5652 2 หลายเดือนก่อน

    lol, I just used the sculpting mode the first time and with a sphere, thinking I've seen the main thing and can go on now. I literally used every tool on the left side on my sphere and it did ... nearly nothing like at your example. 😀 Thanks!

  • @joshua42777
    @joshua42777 4 หลายเดือนก่อน

    Thank you for making these tools make sense in a proactical workflow!

  • @chryzopraz
    @chryzopraz 2 ปีที่แล้ว +3

    Extremely useful, I am doing my second project after low poly body. That is what I was looking for. As my card is starting to burn after constant remeshing.

  • @venomous
    @venomous ปีที่แล้ว

    ok this is exactly what so many people wanna know, than you so much for explaining all of this

  • @Jjannaway3D
    @Jjannaway3D 2 ปีที่แล้ว +6

    Have you spent much time with the multi res modifier? It used to be the only way to sculpt, it performs much better then the other methods in my experience and is perfect these days for when adding fine / micro details like pores and wrinkles etc.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      If you're starting with a base mesh, it's a great way to sculpt.

  • @suukushisakura9333
    @suukushisakura9333 ปีที่แล้ว

    Ok, that was surprisingly on point

  • @benfluencer6441
    @benfluencer6441 9 หลายเดือนก่อน

    youre the best for making this video. exactly what i needed

  • @leastexpected3115
    @leastexpected3115 2 ปีที่แล้ว

    NOW i understand what and when i should use. Thank you!

  • @krinodagamer6313
    @krinodagamer6313 2 ปีที่แล้ว

    thanks for explaining Dyntopo more because I like using it first

  • @teabagNBG
    @teabagNBG ปีที่แล้ว

    i recently started blender and scultipng.. this is exaclty what i was looking for... been asking my self this when to use what ...

  • @MegioSol
    @MegioSol 2 ปีที่แล้ว +1

    Great tips, straight to the point

  • @rodneyabrett
    @rodneyabrett 8 หลายเดือนก่อน

    Is there a way you can project details between arbitrary meshes like Zbrush? For example, take another model that occupied the same volumetric space and project the sculpt information to another mesh. Thanks.

  • @GraniteFaun
    @GraniteFaun 2 ปีที่แล้ว

    I love the model you created there

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Thanks! :)

  • @gorkemvids4839
    @gorkemvids4839 2 ปีที่แล้ว

    Nice and short. Take my upvote.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      thanks :)

  • @shadovahlis9313
    @shadovahlis9313 2 ปีที่แล้ว +4

    Hi ! Thank you very much for this video ! I have a question about the art with the blue big cat with the horns, where did you find it please ? Would like to see the original artwork because it's great ! And the sculpt about it is amazing as well !

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +2

      Here you go: twitter.com/gveanel/status/1363669556422725633?s=12

    • @shadovahlis9313
      @shadovahlis9313 2 ปีที่แล้ว +1

      @@Noggi_3D thank you ! :)

  • @Grace-jb7me
    @Grace-jb7me 2 ปีที่แล้ว +2

    Theoretical question here: If I were to sculpt a full body in one blend file then add appendages like hands and feet from another file, would remeshing regress my progress of dynotopo detail I'd done on the face, or would there be a way to remesh just the articulation at which those parts of the body meet?
    Sorry if my question doesn't make sense. Would be happy to clarify

    • @Yarsig
      @Yarsig 2 ปีที่แล้ว +3

      As long as you remesh with the same voxel size as the face, then only the lower voxel object would change. (Hands, feet, body, etc.)
      For example, if you take a high poly body, attach low poly hands to it, [Ctrl+J] then remesh with the same voxel size you were using on the body, the hands would change, (they would gain more detail) but the body would stay the same.

  • @alwaysthisnicknames
    @alwaysthisnicknames ปีที่แล้ว

    i'm more interested in that cute dog you made. what about a full tutorial?

  • @angelesteban4400
    @angelesteban4400 2 ปีที่แล้ว

    Best tutorial ive evr seen bro ur d best!!!!!

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Thanks! :D

  • @Shakespeare1612
    @Shakespeare1612 ปีที่แล้ว

    Is there any way to sculpt and paint at the same time? Like the horns for example, I would love a horn sculpting brush that knows, already that it should be a different material. At least, could way get stencil brushes to automatically create vertex groups, when they are applied? Then we could come in later and easily assign materials to those groups.

    • @Noggi_3D
      @Noggi_3D  ปีที่แล้ว

      That would be cool, but I don't think that's possible, unfortunately. :)

  • @bunnyfreakz
    @bunnyfreakz 2 ปีที่แล้ว

    Dynotopo is great for sculpting but need retopology if you wanted low poly of it.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      True. :)

  • @rusticagenerica
    @rusticagenerica 2 ปีที่แล้ว +2

    Very useful ! Thanks !

  • @NohuHeXe
    @NohuHeXe 11 หลายเดือนก่อน

    thx, good video, and a good solution, for my inner conflicts 😁

  • @akshay_m
    @akshay_m 2 ปีที่แล้ว +3

    Where did you get the reference image from?
    It's beautiful. I want to make it as well.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +3

      I found it on Pinterest. Here's the original: twitter.com/gveanel/status/1363669556422725633?s=12

    • @akshay_m
      @akshay_m 2 ปีที่แล้ว +1

      @@Noggi_3D Thanks

  • @nelsonlima3D
    @nelsonlima3D 2 ปีที่แล้ว

    yeah that s the way!

  • @Huguillon
    @Huguillon ปีที่แล้ว +1

    Great advice at the end, I'll try it. The best option is always retopology and multiresolutin modifier, but the principal problem with that in Blender (in comparation with ZBrush) is that the auto Retopology in ZBrush works really good and in Blender is still very basic and not always you can have a good result.

  • @blaze8076
    @blaze8076 2 ปีที่แล้ว

    Instant follow. Super helpful!

  • @shanoto3203
    @shanoto3203 ปีที่แล้ว +1

    im kinda newer to blender so what is the coloured parts in 1:48 known as?

    • @peacefusion
      @peacefusion ปีที่แล้ว +1

      Its a visual, when you turn on metacap on the top right to see your model in different materials. Multiple colors means he attached different meshes together.

  • @swordartdesign
    @swordartdesign 2 ปีที่แล้ว

    thank you so much, this is gold mine for me :D

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      I'm glad you like it. :)

  • @HevonCZR
    @HevonCZR 2 ปีที่แล้ว +2

    Very good explanation!! Thank you so much!

  • @nostalgianinja
    @nostalgianinja ปีที่แล้ว

    Okay, but what about Multires modifier? What are your opinions on multires sculpting?

    • @Noggi_3D
      @Noggi_3D  ปีที่แล้ว

      The best if you have a base mesh. :)

  • @leandro878
    @leandro878 2 ปีที่แล้ว

    Is there a full video of the sculpt you did in this video?

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      I created it on stream. You can find the VOD on my stream archive channel (Description).

  • @S.P.O.Production
    @S.P.O.Production ปีที่แล้ว

    I got that they both win, using both of them is good for sculpting and melting my cpu

  • @WyMustIGo
    @WyMustIGo 7 หลายเดือนก่อน

    Why did you skip over Multires?

  • @tony-mora
    @tony-mora ปีที่แล้ว

    Great video!

  • @caffeinatedteddy2110
    @caffeinatedteddy2110 2 ปีที่แล้ว

    0:56 i'm watching this at 2 am and holy moly that made me trip SO BAD

  • @kingsridge
    @kingsridge 2 ปีที่แล้ว

    Awesome video! Subbed

  • @Rictue
    @Rictue 2 ปีที่แล้ว

    this video is life saver

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      Nice to hear. :)

  • @devmoorthiabeysekara1440
    @devmoorthiabeysekara1440 2 ปีที่แล้ว

    Thanks!

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      My pleasure. :)

  • @Киноварь
    @Киноварь ปีที่แล้ว

    I prefer to use dyntopo but both are good tools

  • @TheTyroofToriyama
    @TheTyroofToriyama ปีที่แล้ว

    So this will feel a bit closer to z brush sculpting?

    • @Noggi_3D
      @Noggi_3D  ปีที่แล้ว

      I haven't used Zbrush yet so I don't know. But it should make the sculpting process run smoothly. :)

  • @al-mughnee
    @al-mughnee 2 ปีที่แล้ว

    YES! I LOVE YOU!

  • @TheAkafa
    @TheAkafa 9 หลายเดือนก่อน

    It is twitch chat addon? What is that?

  • @bluething3D
    @bluething3D 4 หลายเดือนก่อน

    As a game dev i use multirez instead of either of these 🌞

  • @MrBobcow
    @MrBobcow 2 ปีที่แล้ว

    No word about Multiresolution modifier

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      For Multiresolution you need a basemesh to work efficiently.

  • @krinodagamer6313
    @krinodagamer6313 ปีที่แล้ว

    Im creating a sculpting AI its gonna be amazing

    • @Noggi_3D
      @Noggi_3D  ปีที่แล้ว

      Sounds interesting. :o

  • @Azzazel_
    @Azzazel_ 2 ปีที่แล้ว

    Definitely i'm going to stick to zbrush for some things, is years ahead of blender in terms of sculpting

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      I need to try it at some point. I don't feel like I'm missing something, sculpting in Blender, but maybe just because I'm not aware of everything ZBrush can do.

  • @barombolobombolo1501
    @barombolobombolo1501 2 ปีที่แล้ว

    in both cases the topology is poor tho, my guess is it works for things that will not be implemented in a game because of all the triangles and broken topology, but i could be wrong. then again using quad remesher or redoing the topology by hand should fix the problem.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      Yeah, retopology is required after finishing the sculp to make it usable for other stuff like games. :)

    • @barombolobombolo1501
      @barombolobombolo1501 2 ปีที่แล้ว

      @@Noggi_3D Got It, thanks mate

  • @knightguy2699
    @knightguy2699 2 ปีที่แล้ว

    Simply you have three options, simple, moderate and lag, just one thing, don't go crazy with the mesh count😂

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      Exactly. The good thing is, Blender is quite resilient. It'll more likely freeze for a long time rather than crash. So if you want to add insane amounts of detail, it's possible, you just have to wait a long time between each brush stroke. :D

  • @ZZWWYZ
    @ZZWWYZ 2 ปีที่แล้ว

    Hi, what PC rig do you have ? I tried Blender sculpting but the program always crashes whenm it gets a little bit dense. I wonder if it GPU or CPU that I need to upgrade to sculpt in Blender

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      I had a GTX 1060 6GB and an AMD Ryzen 7 2700x. I'm very bad with PC hardware so I couldn't tell you which one is more important for sculpting. :)

  • @josephvanwyk2088
    @josephvanwyk2088 2 ปีที่แล้ว

    WOW, thanks, always want to get this answer.

  • @21Liberdade
    @21Liberdade 2 ปีที่แล้ว

    Meanwhile, myself as a beginner, using a Multires modifier to crank the vert count up to millions

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Haha! The Multires Modifier is great if you have a basemesh. Otherwise it can be pretty inefficient when you completely reshape the mase model. :)

  • @tiagotiagot
    @tiagotiagot 2 ปีที่แล้ว

    What about multires?

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Multires needs a good base mesh to work well. These two don't.

  • @Mocorn
    @Mocorn 2 ปีที่แล้ว

    I wish it was easier to see which brushes in blender actually ads topology with Dyntopo active. Snake/hook brush does this but other than that I'm not sure.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      Yeah, it's weird.

    • @Arjjacks
      @Arjjacks 2 ปีที่แล้ว +1

      Pretty much all the brushes add topology with Dyntopo. The only exceptions are a few of the yellow ones, like grab, elastic, rotate and pose, and the smooth brush. Otherwise, the rest all add topology.

  • @sf4603
    @sf4603 2 ปีที่แล้ว +3

    Ya i really hate when things merge together because theyre too close when you remesh, i wish there was a way to exclude sections of your mesh from the remesh process. I was kinda dissapointed when i found out the perserve mask option doesnt preserve the topology it just reapplies the mask on the selected area after the process :/

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +2

      Yeah, the best way I found to avoid merging is by separating the parts that are close together into individual objects. It's not perfect, but it works. :)

  • @ih4269
    @ih4269 2 ปีที่แล้ว +1

    Great video. I'm trying to clean up a skull I sculpted but when I remesh at a voxel size that allows me to keep my details the poly count is even higher. Is there something else I can do? Thank you!!

    • @kantarell
      @kantarell 2 ปีที่แล้ว +1

      Use a multi resolution modifier

    • @ih4269
      @ih4269 2 ปีที่แล้ว

      @@kantarell Thank you

  • @DaylightDev
    @DaylightDev ปีที่แล้ว

    Why didn't I find this 6 months ago
    P. S. I was trying to make some complicated fantasy-styled terrain (with caves and stuff, so I needed a mesh) by sculpting, but found out that I didn't have enough geometry XD

    • @Noggi_3D
      @Noggi_3D  ปีที่แล้ว +1

      Oh wow. Well, I hope you can sculpt your dream terrain now. :D

  • @stormk-1130
    @stormk-1130 2 ปีที่แล้ว

    So wich one you use more?

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      I think that's very dependent on the project, but for most probably remeshing. :)

  • @supercrazy50000
    @supercrazy50000 ปีที่แล้ว

    me who uses normalmap and displacement and make a head with a sphere: 👁👄👁

  • @murdocklesban6836
    @murdocklesban6836 2 ปีที่แล้ว

    DYNOTOPO THE BEST OF THE BEST

  • @Buped
    @Buped 2 ปีที่แล้ว

    Damn I will give up

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Why?

    • @Buped
      @Buped 2 ปีที่แล้ว

      @@Noggi_3D I'm totally new in this and this is perfection I couldn't reach that level how many practice and ...nevermind I'm out

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      If you practice for 15 minutes and reflect on it every day, you will be shocked what you can achieve in a year or even a month. :)

  • @pixelpusha
    @pixelpusha 2 ปีที่แล้ว

    Sculpting like a pro video should not ignore multires, in my opinion, of course. :)

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      Multiresolution requires a basemesh to work well. That's why I haven't included it here. :)

    • @pixelpusha
      @pixelpusha 2 ปีที่แล้ว

      @@Noggi_3D Ideally yes but it's not a must. It's possible to use low/mid res remeshed model if retopo isn't an option. Use shrinkwrap to transfer smaller details to multires. Multires will keep that detail when you apply shrinkwrap.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      @@pixelpusha With basemesh I mean something that's not a primitive shape and has the shape of what you want to sculpt. Whether it's remeshed or retopologized.
      If you're transferring the detail, you're not really sculpting with it. :)

    • @pixelpusha
      @pixelpusha 2 ปีที่แล้ว

      @@Noggi_3D I mentioned transferring details in case sculpt got that far. Personally i use remeshing for primary and somewhat secondary shapes. Then i retopologize and switch to multires.

  • @supa3ek
    @supa3ek ปีที่แล้ว

    I made a great character then decided to remesh and ....BOOM.....every little detail that was close joined into 1 big fat mess which i couldnt unjoin no matter what i tried........arggggggggggg. Tried deleting parts and redoing, rejoining, masking, layering, and it all went downhill from there. It was quicker to restart and make sure parts are not close. Learn the hard way

    • @Noggi_3D
      @Noggi_3D  ปีที่แล้ว

      Yup, That's the problem with Remeshing. I wish you could mark areas that are not supposed to join together.

  • @b_force_IR
    @b_force_IR ปีที่แล้ว

    G_G

  • @DimaPixar
    @DimaPixar 2 ปีที่แล้ว

    tNice tutorials really helped

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Thanks! I'm glad it was useful to you. :)

  • @Acrux3D
    @Acrux3D 18 วันที่ผ่านมา

    Picking the best sculpting technique in Blender is like choosing your favorite pizza topping-everyone has their preference! You can’t go wrong with whichever method makes you feel like a sculpting wizard.

  • @hameddesign70
    @hameddesign70 2 ปีที่แล้ว

    dyntopo is useless in terms of performance and is more adviced for kids mostly

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +3

      They both have their advantages. Try adding fine details with remeshing for example. :)

    • @hameddesign70
      @hameddesign70 2 ปีที่แล้ว

      @@Noggi_3D i wont use dyntopo for literally any s*** , i increase the details step by step , i won't jump to fine details straight, i'll add them after retopo and by using multires modifier , in that way the polygon size ratio will stay good and normal map baking will be a lot more easier

    • @murdocklesban6836
      @murdocklesban6836 2 ปีที่แล้ว

      @@hameddesign70 thats because you are NOOB ;)

  • @da_cat
    @da_cat ปีที่แล้ว

    Talent detected

    • @Noggi_3D
      @Noggi_3D  ปีที่แล้ว +1

      Thanks. :)