Your the true tutor, no one ever gives this much details for any modelling sculpting tutorial I have ever seen. It's just so well explained and amazing detailed to learn and grow. Thank you so very much. Stay blessed. Keep making a video it's really helpful.
Btw... There is a F2 add on i think u should try.. Its quite easy to use.. It comes with blender... It allows u to create faces from a vertex which is connected to 2 other vertices.. In other words... U can quickly create a face from a point where two edges meet... I noticed u could have used this at 4:48
I added a subdivision surface modifier to the low poly mesh. Is this a good idea? it looks good but i guess it's really now a high poly game asset , although its only 16,848 triangles with 1 level of subdiv.
im confused. is this a low poly axe 'that looks very detailed' like an illusion. or is this a low poly axe thats been transformed into a high poly axe?
In my case, the strap is quite less detailed, so i don't really have lots of edge flows which i can follow, so should i just fill the gaps after i set up my edge flows around the strap ?
Is there a reason why we retopologize over copying the low poly mesh and baking the high poly model onto that? I've been watching a lot of tutorials on 3d modeling workflows and have seen a lot more of the latter.
If you have a low poly mesh then you can use it or at least start from it. That was done for the handle. The top straps were sculpted so there wasn't a decent low poly mesh to go back to.
Me when I watched the first retopology video: uhh this is so boring, I hope to never need to use retopology. Me watching this: I'M GONNA USE RETOPOLOGY TODAY Grant, what have you done? :(
Could I just retopologize the whole thing quickly by hand (like for example a face)? I think i would be way slower with this approach but I'm not sure if I could also do it the other way :)
Hey, so i watched the entire series of this, but i have a question. Is it also ok to simply duplicate a high-poly mesh and then decimate(modifier) the duplicate in order to get a low-poly one? this way works very well but ofc, the low-poly will not be entirely built with quads, but a lot of triangles. Then you can bake the normals and you get it done way faster. ( not being a character you don't need to animate it so that's why i ask of this method)
"Your model gets converterd into tris anyway". "Tris are not that scary - they just complicate cutting edges a bit". I feel like a kid that just discovered that all the bogeyman stories that parents scared him with in childhood are fake. I've just spent 2 unnecessary hrs trying to eliminate all tris in a tricky place in my model.
Hi Grant, I'm one of those who didn't save the low poly version of the Axe. Would it be possible to have your lp/hp blender files so that I can continue with the retopology? The link above "gum.co/axeref" seems to have only the reference image. Have I missed other links? Many thanks.
Your the true tutor, no one ever gives this much details for any modelling sculpting tutorial I have ever seen. It's just so well explained and amazing detailed to learn and grow. Thank you so very much. Stay blessed. Keep making a video it's really helpful.
This is brilliant, the way you discuss the modifiers and why you need them, and the thoughts on quads. Thank you so much for this excellent series!
This was in my recommended. I think i will try to follow along with the tutorial from the start.
Don't try. Do it! 😆
THANK YOU SO MUCH!!!!! I've been struggling for weeks trying to retopo complex shapes from my high poly sculpt!
this is where it has fallen apart about 4 times for me dont give up!
You gotta create some sort of forum or subreddit or something that way all the people watching your tutorials can share their progress
Can't wait to get to the baking part!
@5:20 "Its sticky outiness". 👏
Awesome, thanks for the video!
So far waited for this ....
Thank you very much for the lesson, they help me a lot to understand this topic.
I'm so glad we have nanite now. We can just use the sculpt as the game asset.
Not for animated objects yet
Btw... There is a F2 add on i think u should try.. Its quite easy to use.. It comes with blender... It allows u to create faces from a vertex which is connected to 2 other vertices.. In other words... U can quickly create a face from a point where two edges meet... I noticed u could have used this at 4:48
One thing I do when going through this stage is to display objects as random colors so that surfaces are easily distinguishable from each other.
if you don't want to always turn off and on clipping on the mirror modifier you can just extrude with ctrl+right click and it'll ignore the clipping
I didn't know that thanks
In the next video it would stil be nice to show a bit of the poly-tool because is has some advantages as wel.
Very cool tutorial! Thank you!
Very helpful
I prefer the Speedretopo addon.
I added a subdivision surface modifier to the low poly mesh. Is this a good idea? it looks good but i guess it's really now a high poly game asset , although its only 16,848 triangles with 1 level of subdiv.
Probably a little high for an axe
im confused. is this a low poly axe 'that looks very detailed' like an illusion. or is this a low poly axe thats been transformed into a high poly axe?
1st
In my case, the strap is quite less detailed, so i don't really have lots of edge flows which i can follow, so should i just fill the gaps after i set up my edge flows around the strap ?
Yes
Do you have any experience with / opinions about the Retopoflow 3 addon?
Not used it but looks good
Is there a reason why we retopologize over copying the low poly mesh and baking the high poly model onto that? I've been watching a lot of tutorials on 3d modeling workflows and have seen a lot more of the latter.
If you have a low poly mesh then you can use it or at least start from it. That was done for the handle. The top straps were sculpted so there wasn't a decent low poly mesh to go back to.
Me when I watched the first retopology video: uhh this is so boring, I hope to never need to use retopology.
Me watching this: I'M GONNA USE RETOPOLOGY TODAY
Grant, what have you done? :(
Could I just retopologize the whole thing quickly by hand (like for example a face)? I think i would be way slower with this approach but I'm not sure if I could also do it the other way :)
yes
Hey, so i watched the entire series of this, but i have a question. Is it also ok to simply duplicate a high-poly mesh and then decimate(modifier) the duplicate in order to get a low-poly one? this way works very well but ofc, the low-poly will not be entirely built with quads, but a lot of triangles. Then you can bake the normals and you get it done way faster. ( not being a character you don't need to animate it so that's why i ask of this method)
The bad topology can be problematic
@@grabbitt alright, I get it, thank you :)
"Your model gets converterd into tris anyway". "Tris are not that scary - they just complicate cutting edges a bit". I feel like a kid that just discovered that all the bogeyman stories that parents scared him with in childhood are fake. I've just spent 2 unnecessary hrs trying to eliminate all tris in a tricky place in my model.
Professional Mr. Can you share it to me I like it?
Hi Grant,
I'm one of those who didn't save the low poly version of the Axe. Would it be possible to have your lp/hp blender files so that I can continue with the retopology? The link above "gum.co/axeref" seems to have only the reference image. Have I missed other links?
Many thanks.
It should have the low poly as well. You can then confirm it to your shape
First
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