A tip regarding snapping. Activate Vertex and Face snapping by clicking on them both in the menu while holding shift. That way you can activate multiple snapping options at the same time. Also super useful when dealing with retopology, since Vertex snapping helps with precision snapping like at 11:33 where you try to merge one face to another when trying to delete unwanted geometry (With this option you can also have a very low Merge by distance number since it will snap a lot easier with Vertex on.), or when you use the Poly Build tool to fill empty geometry
wow, that's actually super handy! I've tried shift clicking other options for face / vert/ edge selection but never tried the snapping before! Thank you :)
One trick I use to avoid that awkward moment where you can’t auto merge the verts is to double tap g on just a single very and smash it into the one I want to merge it with. If auto merge is on its so much faster than hand placing and hoping it’s close enough. Great vid.
A while ago I was retopologizing a character, manually, one vertex at a time, without any kind of surface snapping. It was about as much fun as you would imagine
One tip, which perhaps might be related more to cleaning up topology (which i've spent all day doing). Having the sub/div modifier in the stack and turning it on and off. It might only be me personally, but somehow my vision can more easily see the organic loops i desire when its smoothed. and also find strange shading/normal behaviors. Anyway, nothing revolutionary I guess, but it has helped me a lot today.
YES! Finally, a more efficient tool for Blender’s retopo that sends Quad Draw running for its money! I need to retopo my alien model that has 400,000+ verts and this was definitely an awesome addition to Blender! ;)
Polybuild is still not as effecient as QuadDraw and has many problems including selection,snapping, visibility issues, smoothing the geo......etc in comparison it's not even 10%.
Dumebiafra N If you’re using Maya’s Quad Draw tool, won’t the sculpt you did be replaced with the retopo-d model you made out of it? So wouldn’t it automatically make the retopo-d version the new model? Not sure about Blender. After putting this new tool into practice, I agree with some of the comments here that there still needs to be some improvements.
Thats smart to do the big plains first and when you get to detailed areas like mouth, ears and eyes you subdivide to have more verts to work with, that saves a bit of time
Tip for merging: Select the vertice you would connect then point the mouse pointer to the next vertice that will be connected to, then press G make sure that snapping is vertex not increment...
Well, I tried Poly Build for a week and it is just okay so far. I really hope it gets improved in newer versions (I'm on 2.82 right now), Maya's quad draw is as far ahead of Blender as Blender's Sculpting tools are ahead of Maya's. But for being free, I can't think of anything better.
You Guys should seriously consider making a Video Explaining why Re-topology and specifically normal map texture baking is needed, because judging by the comments, apparently many ppl don't understand why games just don't use the high Poly sculpt instead and how else all the tiny details like wrinkles are supposed to be conserved.
Speaking of full re-topology videos in the future did you finish the gargoyle? Well it doesn’t have to be the gargoyle... Would love to see something more complete to know how you handle tricky details such as ears and teeth yada.
man i hope this tool grows to be a good rival for quad draw, id love to use blender over maya but rn maya's quad draw, even tho its slower and more sluggish, is still miles ahead
Main takeaways: Keep shifting current problems further down so future you can deal with it. Sweep bad topology into the places where no one will notice it. Just add in a triangle here and there so you don't have to figure out how to properly fix things.
It really does work this way though. I sometimes don't see a solution, then later as you're doing something else, it suddenly either solves itself because of something else you were doing or you big brain the solution.
Isnt it a goo and handy tip to sketch on the big edge loop and flow using greasepenicl. Then you can turn that on and off to check them now and then. Ive haven't done much retopology work, but I guess for beginners that could be handy. You can sketch those lines directly onto the model so they will follow the model and you can still turn and rotate the model to check them
A small problem I noticed is that if you drag a face from a three edge corner (with Ctrl at three verticies) the dragable newly created verticy is not on top of the mesh. I don't know if it was just for me but I just clicked on the verticy and then it went onto the surface.
For this to really be useful, there needs to be some kind of transparent shading on the retopo geometry so you can actually see the highres geometry underneath. Possible?
Has Blender updated this feature since the release of this video? Although it seems similar to Quad Draw, it appears very clunky with setup and many extra steps to get decent results.
FYI the displace modifier got me into a lot of trouble in areas with small details - I don't at all recommend using it for retopology. Seems fine without it.
I'm currently learning retopology in blender. If i'm going to retop a female model, where should i start first? Should i start from the head and then work all the way down to the feet?
To clarify, do we still need to shrinkwrap a plane at the start? I've used Polybuild before but always with shrinkwrap (and not with much success). Thanks!
Blender keeps moving along. I keep thinking it should be possible to get clean retopo without having to puzzle the loops out yourself. Surely there are automated ways to do this now, that create clean topology for closed solids?
Get the textures, ambient occlusion, normal map, etc etc from the high poly model -- bake all that stuff onto the low poly one. These guys didn't really explain this here. When they are making decisions about the size of the quads, and loop flow, the final outcome of the capture of the data and baking to the low poly is what they have in mind. It therefore depends a lot in what is the final form of the project
Really appreciate for you this free Production experience videos. but please can you explain What are udims in your next video. Soon maybe? i noticed not most Blender TH-cam channels didn't covered this 1 only feature in their introduction videos. its like everyone is ignoring this subject i dont know. if its me or i just noticed
Dark Knight udims are simply multiple uv tiles, normally you just get one, with a 0-1 uv space, with udims you can have as many tiles as you need for your model, so like one tile for the body, one for the head, one for weapons etc. It’s don’t think it’s supported in game engines though.
Not sure why, but snapping doesn't work when I create polygons. Which is a huge time sink. Found out about it there: developer.blender.org/D5573 "There is a conflict in the keymap (with enable snapping) if we use Ctrl + drag to create geometry" So you can temporarily disable the snap invert entries in the keymap to make it work: i.imgur.com/8V26e0X.png
At 7:55 in the vid you mentioned another video and that there would be a link in the description to that one but I can’t find the link. Would be grateful for a link to that one 😊
I just watched the one they're talking about! It's here, th-cam.com/video/CuQzPDs99yM/w-d-xo.html and there's another one they created which is actually a 22 minute clip of a $30 4+ hour long course they sell on their website here th-cam.com/video/OuFwUaS8y1I/w-d-xo.html And you can find the full course in a link in the description of that video.
I have a question which hopefully you can answer. I am learning Blender sculpting to be able to produce 3D resin prints. Would I therefore need to go to the next step of retopologising or could I just export my sculpture to an STL file for print?.
New to Blender. Slowly learning Python. Question: Would it be possible to create a custom version of the poly build tool that toggles all of those additional settings (that you go over at the start of the video) with a single click, and then have them all revert to their original settings when you deactivate this custom tool (as in clicking the button again to "turn it off")? Because that would be incredibly useful. The only thing I'm not liking about this method for doing topology (and I've used it before on my own) is that I feel like I'm constantly having to toggle settings on and off as I go, depending on what I need to do at any given time (although your particular approach, which differs from what I was doing slightly, might even already solve a lot of that). Thanks for a great video.
It's certainly possible to do it with custom written addon on python. If you are interested iirc there was a nice blender 2.8 addon development for beginner video by Jayanam on TH-cam, with some extra ones on addons from him. Also using blender console for learning methods/variables is quite useful (as it outputs same names you can use in python addon).
Shut up and take my money? Or don't shut up please proceed to pass down this "ancient" 00s knowledge, preferably in blender format since many of us young boiks, I'm clearly speaking for myself but yeah... Many of us young noobs don't have access to the fancy industry standards like maya,arnold or 3dsmax so I'm henceforth I just wanted to say that I'm really greatful that you're providing this baseknowledge within the 3D workspace of blender. As always a pleasure watching you two as tackling a bunch of 3D related problems togheter. I've been thinking of getting a hoodie from you guys but I've kinda felt like a fraud since I'm not part of your crew neither am I a zbrush cowboy so maybe if you realease more blender related tutorials I'd be glad to get it togheter with one of your hoodies... Again I cannot describe my gratitude enough your content has provided me with such clarity and guidance for the last few years. Thanks!
Sorry that this is a late response, and I'm no professional, but based on my understanding of manual retopology, the point of using a manual method over a modifier method is that decimator and remesh modifiers use algorithms and grids to create geometry without taking into account important forms of the base mesh. This might be fine for a static object, or creating a LOD (Level of Detail) mesh for a background object where it's not important to follow organic forms naturally, but this creates a huge problem for meshes you intend to animate. Based on animation, especially animating characters, the polygons have to mimic anatomical forms, that's why you see Henning here creating loops around the mouth and the eyes, since those are rounded forms on the human body, and they have important muscle structures supporting those forms, those will now be easier to animate. If you used the remesh modifier, or decimate, you wouldn't be able to control where it decides to put any of the geometry, which would lead to polygons that overlap where the muscle forms would otherwise be separated, so when you want to animate that segment of the face or body, it deforms unnaturally, and it can create very obvious visual artifacts.
Whenever I try to create new plane or move the one first one from where It is. The mesh is getting through the my main object so I can't ever go forward. Do you know how to handle this?
In this workflow, you would always keep the original mesh as a backup and as the showcase, but for animation production or gaming, you would use the low-poly mesh mixed with normal map textures which are basically faked geometry baked into a texture that render engines can use to actually fake the old geometry on the new low-poly mesh without actually costing nearly as much resources on your computer. So, you'd animate with the new mesh, and for games you'd use the new mesh because you don't want your game to slow down because you have unnecessarily high-poly models.
really silly question as I am brand new to blender but I am making a character for a game I am making and its got way to many faces. Thus I am going to do some retopology and then animate but once I am done with the retopology will I loose all my detail from sculpting or is there a cool way to keep it with the lower poly count so my game does not lag like crazy?
Most games also add detail with the texture, So (for example) make a low poly shirt for the character but add all the folds/creases clothing has with a texture. Which, with good planning, you can also bake when you bake the normals that Tito mentioned.
All of those amazing details on the old mesh are digitally sculpted in to create realistic forms, but since there's so many polygons that make up all of those fantastic details, animating the old mesh would be a nightmare, and extremely heavy on computers to both calculate, and render. So, when you retopologize, you're creating a much simpler form of the mesh, but the best part about this is that there's a method called normal-mapping, which allows you to turn all of the polygonal data of the original mesh into a special texture that can be applies to the low poly mesh that allows blender, and other 3D software and engines like games to fake the old geometry just using a much less taxing texture.
Did not work for me. Followed instructions exactly but when I click to add a new face the original face blasts inside the target mesh and the new face blasts away out from the mesh *shrug*
Auto merg seems to just not work for me at all? Finding coming from something as intuative as Quad draw too this tool. Really unsure if anyone else has these issues?
I understand the importance of good, simple topology, but then what about bringing back in those small details like the wrinkles and folds? Won't you need to retopo again to bring in that detail?
It does, but if your model is all quads or at least mostly quads before, the triangulation is way more controlled. And so is the Deformation when you animate it. Random tris destroy the edgeflow which is important for animation
There are only 2 ways to make 2 triangles out of a quad and both are essentially the same. I‘ve seen horrible things happening with auto triangulating huge ngons.
A tip regarding snapping. Activate Vertex and Face snapping by clicking on them both in the menu while holding shift. That way you can activate multiple snapping options at the same time. Also super useful when dealing with retopology, since Vertex snapping helps with precision snapping like at 11:33 where you try to merge one face to another when trying to delete unwanted geometry (With this option you can also have a very low Merge by distance number since it will snap a lot easier with Vertex on.), or when you use the Poly Build tool to fill empty geometry
Thanks!
wow, that's actually super handy! I've tried shift clicking other options for face / vert/ edge selection but never tried the snapping before! Thank you :)
fucking goated. thx bro
Do we still use shrinkwrap for this Polybuild method?
@@Kholaslittlespot1 You can, but I personally don't. I only use it at the end once I am happy with the geometry.
One trick I use to avoid that awkward moment where you can’t auto merge the verts is to double tap g on just a single very and smash it into the one I want to merge it with. If auto merge is on its so much faster than hand placing and hoping it’s close enough. Great vid.
where to turn on auto merger?
A while ago I was retopologizing a character, manually, one vertex at a time, without any kind of surface snapping.
It was about as much fun as you would imagine
Ah, thank you! I hadn't been able to figure out what this tool was supposed to do.
One tip, which perhaps might be related more to cleaning up topology (which i've spent all day doing). Having the sub/div modifier in the stack and turning it on and off. It might only be me personally, but somehow my vision can more easily see the organic loops i desire when its smoothed. and also find strange shading/normal behaviors. Anyway, nothing revolutionary I guess, but it has helped me a lot today.
Really exciting that Blender is working really hard to not only add tools but also make them very easy to use.
YES! Finally, a more efficient tool for Blender’s retopo that sends Quad Draw running for its money! I need to retopo my alien model that has 400,000+ verts and this was definitely an awesome addition to Blender! ;)
Use wrap 3 program... Recommend for you., 👍🏻
@@kdmaarof8387 Not sure how would use it here, unless you do human face, where you could have same topology. Please explain what you had in mind.
Polybuild is still not as effecient as QuadDraw and has many problems including selection,snapping, visibility issues, smoothing the geo......etc in comparison it's not even 10%.
I have a question, what do you I do with the sculpted after I retopo it, do I delete or keep it.
Dumebiafra N If you’re using Maya’s Quad Draw tool, won’t the sculpt you did be replaced with the retopo-d model you made out of it? So wouldn’t it automatically make the retopo-d version the new model?
Not sure about Blender. After putting this new tool into practice, I agree with some of the comments here that there still needs to be some improvements.
Great tutorial! I don't retopo very often, but I come back to this video every time to remind myself of the great tips here. Thanks!
I never knew of the poly build ..always used extrude and move. thank you
Finally a video that teaches me how to do retpolagey I can continue on with my Vrchat avatar. This is a very helpful video.
3:22 Builded in Auto Bridge is MUST HAVE in next build of that amazing tool!
12:21 Subsurf also gets rid of your triangles, and replaces them with 3-verts. In general it turns N-gons into N-verts.
I'm trying to learn blender and even though I learned about retopplogy a couple days ago you almost make it look easy enough to try
Thats smart to do the big plains first and when you get to detailed areas like mouth, ears and eyes you subdivide to have more verts to work with, that saves a bit of time
Perfect! Thank you so much for this concise and direct to the point tutorial.
Tip for merging: Select the vertice you would connect then point the mouse pointer to the next vertice that will be connected to, then press G make sure that snapping is vertex not increment...
This is an incredible video, so helpful & such great characters you guys are. Cannot be more thankful guys, bless your whole life
Well, I tried Poly Build for a week and it is just okay so far. I really hope it gets improved in newer versions (I'm on 2.82 right now), Maya's quad draw is as far ahead of Blender as Blender's Sculpting tools are ahead of Maya's. But for being free, I can't think of anything better.
yea Quad draw is by far the superior option, but this one ain't far behind!
Lol sounds like you were having fun....great tutorial, thank you . Shoutout from Canada!!
A tip for automerge, press double g to vertex slide and then move your cursor to another vertex taga it merged :)
You Guys should seriously consider making a Video Explaining why Re-topology and specifically normal map texture baking is needed, because judging by the comments, apparently many ppl don't understand why games just don't use the high Poly sculpt instead and how else all the tiny details like wrinkles are supposed to be conserved.
I think there is already a video for that in their channel
awesome presentation, subscribed
If you enable viewport display option "In Front" can't you skip using displacement modifier Since you will be able to see the mesh above at all times?
I also think so, but I'm not an expert.
Great video, thanks for all the knowledge!
Speaking of full re-topology videos in the future did you finish the gargoyle? Well it doesn’t have to be the gargoyle... Would love to see something more complete to know how you handle tricky details such as ears and teeth yada.
Could you do a video on topology layouts for things such as bending of the limbs, eyes, etc?
Question: on another retopo video you added the shrikwrap modifier, is it still useful? I don't see it mentioned here.
Wow, this would have been useful to see, three days ago when I started and finished retopologizing my whole humanoid sculpt.
It'll be quicker next time!
@@FlippedNormals It sure will...
But maybe by then I'll have bought RetopoFlow instead.
Is it out for 2.8 yet?
@@FlippedNormals It sure says it on the BlenderMarket page.
Thanks for sharing the knowledge. Sometimes when auto merge system don't work. i use vertex snap.
With Blender I won't surrender!
Topogun is sounding real good right about now.
This was an amazing tutorial!
man i hope this tool grows to be a good rival for quad draw, id love to use blender over maya
but rn maya's quad draw, even tho its slower and more sluggish, is still miles ahead
I hope so too!
Main takeaways:
Keep shifting current problems further down so future you can deal with it.
Sweep bad topology into the places where no one will notice it.
Just add in a triangle here and there so you don't have to figure out how to properly fix things.
It really does work this way though. I sometimes don't see a solution, then later as you're doing something else, it suddenly either solves itself because of something else you were doing or you big brain the solution.
thanks bro really helped a lot love from india
this was really helpful!
Thanks for the tutorial
Isnt it a goo and handy tip to sketch on the big edge loop and flow using greasepenicl. Then you can turn that on and off to check them now and then. Ive haven't done much retopology work, but I guess for beginners that could be handy. You can sketch those lines directly onto the model so they will follow the model and you can still turn and rotate the model to check them
Have you tried Bsurfaces in the add-ons ? That is just what is does.
Thanks for this!
Thank you for the great tutorial!
A small problem I noticed is that if you drag a face from a three edge corner (with Ctrl at three verticies) the dragable newly created verticy is not on top of the mesh. I don't know if it was just for me but I just clicked on the verticy and then it went onto the surface.
For this to really be useful, there needs to be some kind of transparent shading on the retopo geometry so you can actually see the highres geometry underneath. Possible?
Just make a transparent material for it
Or try toggling Alt+Z.
@@CGPacifica or that if you wanna only see the wireframe
You can change that on the overlays panel.
Hey brother, you save my job. Thanks
With each new addition, I have fewer excuses to retopologize.
Great job! Thanks guys!
Hi guys Nice tutorial but one thing How do you transfer the new map in to the model??
I put a transparent material on the base model and "in front" off on the display for the poly drawing.
thanks so much man
Has Blender updated this feature since the release of this video? Although it seems similar to Quad Draw, it appears very clunky with setup and many extra steps to get decent results.
I don't like the polybuild tool, because I can make it fast with hotkeys anyways, but the displacement trick is really cool, I will use it!
is this video included in your retopology new course? Title says New polybuild Tutorial while your premium retopology course is i think 2 months old?
Thanks
Morten sounds sick ;(
Corona 🤷♂️
This was recorded before any Corona virus spread. So I was probably just a little tired 😅
@@FlippedNormals 👍
quick question.
what is the displace modifier used for?
I believe it's to make sure the retopo mesh stays above the sculpt so you don't get any weird intersections
FINALLY A QUAD DRAW FOR BLENDER!!! Where's the multiple edge xtrude tho
Kiiinda, it's a starting point for the tool but it's still quite far away from being quad draw unfortunately
@@FlippedNormals yeah I just checked it out and there's a bunch of stuff missing
works like acient polyboost plugin for 3dsmax ;D
thanks
neat! thx
what is the displacement modifier used for?
same question here... Anybody knows what it's used for in this situation?
FYI the displace modifier got me into a lot of trouble in areas with small details - I don't at all recommend using it for retopology. Seems fine without it.
...and then eventually you wake your mei.
wise decision, maybe not the hero we need but a hero nonetheless.
I'm currently learning retopology in blender. If i'm going to retop a female model, where should i start first? Should i start from the head and then work all the way down to the feet?
To clarify, do we still need to shrinkwrap a plane at the start? I've used Polybuild before but always with shrinkwrap (and not with much success). Thanks!
Blender keeps moving along. I keep thinking it should be possible to get clean retopo without having to puzzle the loops out yourself. Surely there are automated ways to do this now, that create clean topology for closed solids?
Do existing texture get distorted after retopology? If so is there a way to retain existing texture after doing a retopo?
But, once you have completed reto, what is the next step? How the low res and the high res model are connected???
Texture baking, creates a normal map of the High poly sculpts face normal data according to the Low poly retopo versions UV map
Get the textures, ambient occlusion, normal map, etc etc from the high poly model -- bake all that stuff onto the low poly one. These guys didn't really explain this here.
When they are making decisions about the size of the quads, and loop flow, the final outcome of the capture of the data and baking to the low poly is what they have in mind. It therefore depends a lot in what is the final form of the project
@@StringDeposit thanks
Really appreciate for you this free Production experience videos. but please can you explain What are udims in your next video. Soon maybe? i noticed not most Blender TH-cam channels didn't covered this 1 only feature in their introduction videos. its like everyone is ignoring this subject i dont know. if its me or i just noticed
Dark Knight udims are simply multiple uv tiles, normally you just get one, with a 0-1 uv space, with udims you can have as many tiles as you need for your model, so like one tile for the body, one for the head, one for weapons etc. It’s don’t think it’s supported in game engines though.
gower1973 I think Unity does, or it will, support it.
@@ciaranpmryan What is a common practice if we want to create game assets and want to sell in market? dont use udims?
Dark Knight I would presume so. Using UDIM’s will limit your market.
Not sure why, but snapping doesn't work when I create polygons. Which is a huge time sink.
Found out about it there: developer.blender.org/D5573
"There is a conflict in the keymap (with enable snapping) if we use Ctrl + drag to create geometry"
So you can temporarily disable the snap invert entries in the keymap to make it work: i.imgur.com/8V26e0X.png
Thank you! Helps a lot! (for me I had to disable the right ctrl one, for some reason)
thankyouuuu!!!! lifesaver
At 7:55 in the vid you mentioned another video and that there would be a link in the description to that one but I can’t find the link. Would be grateful for a link to that one 😊
I just watched the one they're talking about! It's here, th-cam.com/video/CuQzPDs99yM/w-d-xo.html and there's another one they created which is actually a 22 minute clip of a $30 4+ hour long course they sell on their website here th-cam.com/video/OuFwUaS8y1I/w-d-xo.html
And you can find the full course in a link in the description of that video.
I have a question which hopefully you can answer. I am learning Blender sculpting to be able to produce 3D resin prints. Would I therefore need to go to the next step of retopologising or could I just export my sculpture to an STL file for print?.
Thk!
New to Blender. Slowly learning Python.
Question: Would it be possible to create a custom version of the poly build tool that toggles all of those additional settings (that you go over at the start of the video) with a single click, and then have them all revert to their original settings when you deactivate this custom tool (as in clicking the button again to "turn it off")? Because that would be incredibly useful. The only thing I'm not liking about this method for doing topology (and I've used it before on my own) is that I feel like I'm constantly having to toggle settings on and off as I go, depending on what I need to do at any given time (although your particular approach, which differs from what I was doing slightly, might even already solve a lot of that).
Thanks for a great video.
It's certainly possible to do it with custom written addon on python. If you are interested iirc there was a nice blender 2.8 addon development for beginner video by Jayanam on TH-cam, with some extra ones on addons from him. Also using blender console for learning methods/variables is quite useful (as it outputs same names you can use in python addon).
The "Info" editor type shows the python code for the actions you take. It can be pretty useful for making your own python scripts
Thank you both!
Pro tip. Doing thinks in the Future. ❤
Shut up and take my money? Or don't shut up please proceed to pass down this "ancient" 00s knowledge, preferably in blender format since many of us young boiks, I'm clearly speaking for myself but yeah... Many of us young noobs don't have access to the fancy industry standards like maya,arnold or 3dsmax so I'm henceforth I just wanted to say that I'm really greatful that you're providing this baseknowledge within the 3D workspace of blender. As always a pleasure watching you two as tackling a bunch of 3D related problems togheter. I've been thinking of getting a hoodie from you guys but I've kinda felt like a fraud since I'm not part of your crew neither am I a zbrush cowboy so maybe if you realease more blender related tutorials I'd be glad to get it togheter with one of your hoodies... Again I cannot describe my gratitude enough your content has provided me with such clarity and guidance for the last few years. Thanks!
isn't it asier to just apply a decimator and/or remesh modifier, then clean up the trouble spots?
seems like a lot of work doing it all from scratch
Sorry that this is a late response, and I'm no professional, but based on my understanding of manual retopology, the point of using a manual method over a modifier method is that decimator and remesh modifiers use algorithms and grids to create geometry without taking into account important forms of the base mesh.
This might be fine for a static object, or creating a LOD (Level of Detail) mesh for a background object where it's not important to follow organic forms naturally, but this creates a huge problem for meshes you intend to animate.
Based on animation, especially animating characters, the polygons have to mimic anatomical forms, that's why you see Henning here creating loops around the mouth and the eyes, since those are rounded forms on the human body, and they have important muscle structures supporting those forms, those will now be easier to animate.
If you used the remesh modifier, or decimate, you wouldn't be able to control where it decides to put any of the geometry, which would lead to polygons that overlap where the muscle forms would otherwise be separated, so when you want to animate that segment of the face or body, it deforms unnaturally, and it can create very obvious visual artifacts.
After doing all the poly build process, i just have do collapse the '' plane '' and the main mesh ? is it ?
Whenever I try to create new plane or move the one first one from where It is. The mesh is getting through the my main object so I can't ever go forward. Do you know how to handle this?
I like your voices very much
Thank you!
Had issues making vertices Auto-Merge, removed the Displace Modifier and the problem dissapeared.
for some reason my reto becomes see through n is difficult to do properly with so many lines visable how do i rectify this?
Exactly like in 3dsmax.
So for what I understood the new retopology that we have created It's gonna be the actual mesh. Am I right?????????
In this workflow, you would always keep the original mesh as a backup and as the showcase, but for animation production or gaming, you would use the low-poly mesh mixed with normal map textures which are basically faked geometry baked into a texture that render engines can use to actually fake the old geometry on the new low-poly mesh without actually costing nearly as much resources on your computer.
So, you'd animate with the new mesh, and for games you'd use the new mesh because you don't want your game to slow down because you have unnecessarily high-poly models.
really silly question as I am brand new to blender but I am making a character for a game I am making and its got way to many faces. Thus I am going to do some retopology and then animate but once I am done with the retopology will I loose all my detail from sculpting or is there a cool way to keep it with the lower poly count so my game does not lag like crazy?
Most games also add detail with the texture, So (for example) make a low poly shirt for the character but add all the folds/creases clothing has with a texture. Which, with good planning, you can also bake when you bake the normals that Tito mentioned.
yes!
I have a question. Why does it look like a lot of amazing details are being lost when you retoplogoize
All of those amazing details on the old mesh are digitally sculpted in to create realistic forms, but since there's so many polygons that make up all of those fantastic details, animating the old mesh would be a nightmare, and extremely heavy on computers to both calculate, and render.
So, when you retopologize, you're creating a much simpler form of the mesh, but the best part about this is that there's a method called normal-mapping, which allows you to turn all of the polygonal data of the original mesh into a special texture that can be applies to the low poly mesh that allows blender, and other 3D software and engines like games to fake the old geometry just using a much less taxing texture.
Did not work for me. Followed instructions exactly but when I click to add a new face the original face blasts inside the target mesh and the new face blasts away out from the mesh *shrug*
Auto merg seems to just not work for me at all? Finding coming from something as intuative as Quad draw too this tool. Really unsure if anyone else has these issues?
YEZ
I understand the importance of good, simple topology, but then what about bringing back in those small details like the wrinkles and folds? Won't you need to retopo again to bring in that detail?
@@GOODSPIDERR Ok, that makes sense. Are there cases where you'd want the details to actually be a part of the topology?
@@GOODSPIDERR awesome, thank you
you wake your may xd 9:52
Why not using Blender 2.82?
9:28 Anyway, when you export your model to a game engine, doesn’t everything turn into triangles anyway?
It does, but if your model is all quads or at least mostly quads before, the triangulation is way more controlled. And so is the Deformation when you animate it. Random tris destroy the edgeflow which is important for animation
There are only 2 ways to make 2 triangles out of a quad and both are essentially the same. I‘ve seen horrible things happening with auto triangulating huge ngons.
why instead of a quad to connect 2 edges it gives me a triangle?????
Why can you not have triangles?
I really dont see the difference with the normal workflow with the addon f2, its already very nice
Why have an addon if it's in the base program.
so, when doing retopo, you can have absolute terrible topology under the feet, in nostrils and so on?
You shouldn't, but it's a good place to hide your mistakes
Snapping doesnt work :( Have edges, vertex and faces on. And in the video given options...
Flipped normals??!?
No problemo, *STRG N*
fuck, it's 2.8
why is my "auto merge" not working?
u said sub division mod is bad .... it takes extra space !!!