quad remesher is much better as it's follow the contour of the object, the first problem easily noticeable in the lower part of the nose which you will have a problem in smoothing.
my problem is with the fingers of my model, everybody seem to show head sculptures and such smooth surface quad remeshing methods but when it comes to fingers the quad remesher completely deletes fingers and merges them into one
I’ll advise manually retopology for any character you wish to animate, but if its just a still model, you can increase the number of poly count and try remeshing again
Good work, sorry may I know why you used the shrinkwrap? does it bring back the details just like when you want to bake the high poly mesh to the low poly mesh
Subdivision surface added more polygons, then shrink-wrap snapped it to the high poly mesh….. its quite different from baking…. This is to make the mesh more closer to the high poly before baking
In this case I wasn’t doing the retopology with the intent on baking it directly, i did it so i can add a multires modifier and sculp in the skin pores
@@mr.lunatic3157 sorry, I’m a bit confused. Wouldn’t baking the normals to the low poly version make it export as the low poly version? Or will it still take the appearance of the higher quality, while having the low poly count?
Yes I thought I mentioned it in the video….. its just applicable for models that are just for display….. just to be able to unwrap and texture easily….. if its for animation then i believe manual retopology is best
😄😄my Apologies….. i guess we all have our defferent accents depending on what part of the world we’re from …… i’ll try to speak more clearly next time though… thanks for the feedback
Thanks Dammy! For the first time, I now finally know how to do remesh and shrink wrap to enhance- no one ever explained it as well as you. Thank you.
Bro I feel you! Until I saw this video everyone mentioned it but no oned actually showed how it was
quad remesher is much better as it's follow the contour of the object, the first problem easily noticeable in the lower part of the nose which you will have a problem in smoothing.
Yea definitely…. Quad remesher gave a much better result , i decided to show the quadriflow remesh because its free unlike the quad remesher
Quad remesher sometimes misses specialy on an already high poly model
@@marrello1499 hence the subdivision modifier and shrinkwrap modifier to capture those missing details
@@marrello1499 so if you have zbrush just polygroup then zremesher with group enable :)
where do we get it?
that's actually a good technique, should be better known, thanks!
Fast and easy. NICE 🤩🤩🤩
holy default cube, it saves me a lot of time
I can't understand half of what you're saying, but keep up the videos; mate!
Looks pretty good to me
Tutorial is good, but the music is louder than you and sound from the microphone is not clear.
my problem is with the fingers of my model, everybody seem to show head sculptures and such smooth surface quad remeshing methods but when it comes to fingers the quad remesher completely deletes fingers and merges them into one
I’ll advise manually retopology for any character you wish to animate, but if its just a still model, you can increase the number of poly count and try remeshing again
thank youuuuu
Hello bro. If we do this way, dont we have to do retopology?
any idea how to use preserve paint mask ? on quadriflow remesh?
Good work, sorry may I know why you used the shrinkwrap? does it bring back the details just like when you want to bake the high poly mesh to the low poly mesh
Subdivision surface added more polygons, then shrink-wrap snapped it to the high poly mesh….. its quite different from baking…. This is to make the mesh more closer to the high poly before baking
In this case I wasn’t doing the retopology with the intent on baking it directly, i did it so i can add a multires modifier and sculp in the skin pores
@@Dammy3d Okay I get it now, thanks
But when you subdivision surface, it brings the quad count back up. Is this practical?
Yes but you dont have to apply it
@@mr.lunatic3157 yeah but I don’t think it will help if it is something you plan on exporting to another software like Unity
@@morsology then you can bake the normals into the lowpoly model since it has good topology
@@mr.lunatic3157 sorry, I’m a bit confused. Wouldn’t baking the normals to the low poly version make it export as the low poly version? Or will it still take the appearance of the higher quality, while having the low poly count?
@@morsologyits still a low poly version , after exporting you can connect the normal map in the software so that it has the details
Is this add on for one time purchase only or monthly renewal?
One time purchase
Yo.... Are you Nigerian ??
Yes
@@Dammy3d Ok.
There´s a issue buddy, such topo isn't good for animation
Yes I thought I mentioned it in the video….. its just applicable for models that are just for display….. just to be able to unwrap and texture easily….. if its for animation then i believe manual retopology is best
Doing manualy you still get similar results? Please explain why it's bad for animation..
still to high poly
Your English is too hard to understand!
😄😄my Apologies….. i guess we all have our defferent accents depending on what part of the world we’re from …… i’ll try to speak more clearly next time though… thanks for the feedback
@@Dammy3d The accent is pretty heavy and the microphone does not help. Could you apply subtitles to your next tutorials?