So there's a great smoothing feature that I haven't seen ANYONE show in tutorials that I just discovered. I had always thought the biggest tool blender was missing was an interactive relax brush. As we know, the Shift-smooth brush in sculpt mode unfavorably affects geometry, but (also in sculpt mode) there is a brush called "Slide Relax" which can be found below the transform brushes. I bound this to T for ease of access. The normal stroke will move vertices in the direction of the stroke, while its shift stroke (which is DIFFERENT from default smooth) is a nice relax that doesn't hurt the volume! There are some intensity settings that I haven't messed around with too much but for quick evening of topology it works as you'd hope! Sorry if this is an obvious thing, but I myself hadn't seen anyone mention this native tool in tutorials. Wish this would live within Edit mode but with the Mode switch pie and a custom hotkey it's not too bad to access.
Made an account just to say thanks for posting these. Some bits I personlly feel go on a little to long but others might say the same to the parts I learned a lot from. Keep it up! Also thanks for the motivation to retop. Been dreading the learning process so I stuck to scuplting practice.
Nice Video and exactly what I needed. I just started with Blender and now I´m making my first retopology, so here is a like and a subscription. keep up the good work.
Awesome! Thanks! I am going to buy the full series today. Thanks for the other, the short one, you did it helped a lot when I did my first retopo ever. Your rock!
Very relaxing video :) I know all of these commands but I love to see your process in real time, I got sad when the video ended, I would have loved to see a complete retopology!
Just saw the other vid on retopo yesterday! Really hyped on seeing the next one so thank you for posting. I feel pretty lucky for seeing the sequel the next day :)
At around 13:18 you said "You're not going to be doing it this fast without reference", what do you mean by 'reference'? Are you talking about the decimated model itself? Or are you looking at external concept art of the charater or something? I wasn't 100% sure what you meant exactly by "freestyling" either; is that like trying to retopo (or I guess just "topo" minus the re *giggles*) a character without a base model to shrinkwrap/snap to? Thank you by the way for your wonderful and clear explanations in all of your Blender videos that I've been able to catch so far. You guys have been a really huge help!
Do any of you guys think the retopology process may change with Unreal 5? From what I've seen it can handle millions of traingles on screen. Maybe the decimated model you started off with might work directly in UE5? There would obviously be additional challenges with animation etc but in theory it could be amazing.
To prevent polygons from being visible through the model click the Viewport Shading options drop-down, upper far-right of the 3D View, and then the Backface Culling checkbox in Options to enable.
@@kullenberg easier and less annoying to work that way. you don't have deal with back face culling issues as you keep going with your re-topology, this issues are not "a bug" is just the way "infront" is meant to work. on the other hand shrinkwrap modifier has an offset that you can increase so you can have your mesh displayed over the high density mesh built in, once you are done with your re-topology and you want to apply your shrinkwrap modifier you just remove the offset and done.
DO you talk in the full tutorial why the flow follows important parts? Also what are good locations to place poles and such. Depending of why/what the retopo is needed ofcourse
Hello! I'm enjoying your video! Only thing that's going a bit strange for me right now is that when I try to extrude or use the ctrl + right mouse button to make more polygons, they seem kinda..snap into odd shapes. They also appear to almost be trying to point towards the starting polygon, rather than go where I'm trying to get them to go, if that makes sense. Thank you for reading! I look forward to your reply! (:
Is it ok to have a vertex with 5 edges like the one close to the ear? Would you think about making a tutorial about the rules of good topology? I try to find information about what is allowed and what's not. Where to place more topology were less and how to go with the loops. How many polygons for game realistic character/prop and how many in a stylized and so on. How to go with the levels of detail. Basically, all the information that are not related to how to use the software, but how to go mentally/philosophically about creating a good topology.
@11:20 how you get a new vert you can manipulate with the F key ?? in my case it instantly create a triangle when i press F while selecting the vert in corner
Hey question for anyone that wants to answer. I'm currently doing a retypo for a Yoda plushie (lots of detail it's a crocheted Yoda photo scan). When he says " make sure you have refference as you going"... what does he mean exactly? Like should we have reference of a retypo face so we can see how the geometry forms to the face?
Hello, is there a part 2 to this video? I want to know how to fill the gaps e.g. how does 3 edges merge with 2? do you just need to add another edge loop?
The annoying thing about doing this in blender, is that the "in front" thing makes it impossible to see what you're doing when you get to things like the ears, which isnt a problem in Maya's quad-draw
I have a problem. I'm trying to sculpt a character of which i've already modeled the primitive shapes, even inside the mouth. problem is, when I try to remesh it, the inside of the mouth disappears, even if it's part of the head itself. what am I doing wrong?
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?
Guys have you tried the retopoflow? I was just wandering if it was worth the purchase. Seems like a time saver. Also thanks for all the awesome videos. Its much appreciated
Hi! it would be really appreciated if you could make a video on how to retopo ear part, cuz I found it pretty hard to integrate high-density ear part with comparatively low poly skull part.
Hi guys! I have a question that always bothered me. This year I finally decided to learn sculpting (I'm a generalist but I can't sculpt much) and I'm going to make human characters mostly. How do you sculpt the inside of the mouth? Do you sculpt the character with the mouth open? Or it's better to sculpt it normally and then open the mouth and sculpt the inside? If so, at wich point should I do it? I'm using blender (because I haven't the money for zbrush rip) and I bought the alien sculpting course but I haven't started it yet, do you explain it in that course?
Just the head. But grasping the basics of topology will allow you to move on to the body. The head is more complicated than the body in general as well
I'd like to see a retopology tutorial where UV maps are preserved, specifically for Marvelous designer clothes where the UV map is in the shape of the piece of fabric before it was simulated producing really realistic uv's which are valuable to keep.
Hey @FlippedNormals: Since you also made a video recently about adding asymmetry to the faces, what about retopologizing - should the retopo be done after the asymmetry has been added? But then obviously you cannot utilize the mirror modifier like you instruct in this video...or can you? What is your workflow?
of course you retopo after adding asymmetry or after you finish the model. you can use mirror with asymmetrical models as well, to start off. after youre done with a side, apply mirror and modify the other one to accomodate for different shapes. thats depending on just how different it is, if vastly then you can at least try to mirror similar bits or not at all. also, its often enough to make models asymmetrical only looking in front or back, not necessarily on sides since you cant see them both at the same time anyway. that way you can utilize mirrored geo on sides and then move on to create unique geo in front and back.
This is the 4th retopo video of FlippedNormals I'm watching. But no matter how awesome you guys are: I can't get my quads to snap the object! Anyone else facing this problem?
I'm sorry. Simply the magnet was turned off by mistake. I came from 3DS Max and I'm new to Blender. This Video made me realise it th-cam.com/video/l-sALvdn3FI/w-d-xo.html
Mimuo I never got to the bottom of it unfortunately, but I did find a workaround - just increase the shrink wrap value a bit so you can clearly make out your retopo squares
I was looking at this: flippednormals.com/downloads/retopology-in-blender-2-8/ Here's what I don't understand: What's the relationship of this youtube video to those paid-only online chapters? Is this ONE of the chapters from the tutorial, or completely separate from them... or are they all going to be posted here on TH-cam -- or what the heck.
This is a free chapter from the full series. There are a lot of other videos in the full one, like understanding the retopo process, what tools to use - and of course we finish the full head.
It is like creating 3D model to later be used for papercraft. It must be simple yet consistent. Of course in this case it is more detailed but we shouldn't go too much with it.
I wish Blender had better Retopo tools. It's such a pain the set up. There's like 10 different options you need to remember that are all over the place. Why not make a Retopo Tab and have everything in one window like Maya's Quad Draw.
We show it, but honestly it's in no way a revolutionary tool like people think. For certain things its handy, but it's just another tool unfortunately.
CAN YOU GUYS PLEASE RETOPOLOGIZE A CAR. PLEASE. Nobody has done it and i wanna know how you guys would go about it so I can finally get a better product because ive been trying for weeks and I totally suck at tit thanks gents
Due to the support this channel has shown for the Nazi regime in Ukraine, I am closing my subscription. Please keep politics and propaganda out of the Industry.
So there's a great smoothing feature that I haven't seen ANYONE show in tutorials that I just discovered. I had always thought the biggest tool blender was missing was an interactive relax brush. As we know, the Shift-smooth brush in sculpt mode unfavorably affects geometry, but (also in sculpt mode) there is a brush called "Slide Relax" which can be found below the transform brushes. I bound this to T for ease of access. The normal stroke will move vertices in the direction of the stroke, while its shift stroke (which is DIFFERENT from default smooth) is a nice relax that doesn't hurt the volume! There are some intensity settings that I haven't messed around with too much but for quick evening of topology it works as you'd hope! Sorry if this is an obvious thing, but I myself hadn't seen anyone mention this native tool in tutorials. Wish this would live within Edit mode but with the Mode switch pie and a custom hotkey it's not too bad to access.
i believe this is new in 2,82. Great point
what are you even talking about
@@piotrek7633 i mean, i think I explained it pretty well.. 2 years ago.. lol
facts best tool fo retopo in blender really speeds up the wokflow @@hansolpurr
Wow, thank you. Works great
Thank you very much its very helpful content...I'm blessed to be born in this era where peoples don't hesitate to give what they have 🤝
Made an account just to say thanks for posting these. Some bits I personlly feel go on a little to long but others might say the same to the parts I learned a lot from. Keep it up!
Also thanks for the motivation to retop.
Been dreading the learning process so I stuck to scuplting practice.
Nice Video and exactly what I needed. I just started with Blender and now I´m making my first retopology, so here is a like and a subscription. keep up the good work.
You guys are top notch. All the details in your explanations are so awesome.
Thank you so much for all the info you put out, you made me understand retopo tools, it's such a blast doing it now!
This is really good, also, could you do a follow up video showing how to project the detail onto the model without losing the Topology?
Already have one :)
th-cam.com/video/Zp07GW3rND0/w-d-xo.html
@@FlippedNormals but that is in zbrush. can you even do it in blender?
Awesome! Thanks! I am going to buy the full series today. Thanks for the other, the short one, you did it helped a lot when I did my first retopo ever. Your rock!
Thank you so much Oscar!
Though it's slightly outdated now, since blender has changed a couple of things, I found this tutorial to be invaluable. Thanks
Very relaxing video :) I know all of these commands but I love to see your process in real time, I got sad when the video ended, I would have loved to see a complete retopology!
Thank you very much! :) If you're interested, the rest of the videos are available on sale now. Link in the description
Just saw the other vid on retopo yesterday! Really hyped on seeing the next one so thank you for posting. I feel pretty lucky for seeing the sequel the next day :)
At around 13:18 you said "You're not going to be doing it this fast without reference", what do you mean by 'reference'? Are you talking about the decimated model itself? Or are you looking at external concept art of the charater or something? I wasn't 100% sure what you meant exactly by "freestyling" either; is that like trying to retopo (or I guess just "topo" minus the re *giggles*) a character without a base model to shrinkwrap/snap to? Thank you by the way for your wonderful and clear explanations in all of your Blender videos that I've been able to catch so far. You guys have been a really huge help!
4:10 You also can click with pipette on object in outliner. I think it's easier than set an object selectable again.
Oh yeah baybee!!!👍 thanx guys!
If you could cover hand topology it would be really appreciated.
Thats a great idea!
Do any of you guys think the retopology process may change with Unreal 5? From what I've seen it can handle millions of traingles on screen. Maybe the decimated model you started off with might work directly in UE5? There would obviously be additional challenges with animation etc but in theory it could be amazing.
To prevent polygons from being visible through the model click the Viewport Shading options drop-down, upper far-right of the 3D View, and then the Backface Culling checkbox in Options to enable.
Thank you for the detailed tutorial!
i would suggest adding a 0.001 offset to your shrinkwrap modifier instead of in front.
May I ask why? I've just started using it.
@@kullenberg easier and less annoying to work that way. you don't have deal with back face culling issues as you keep going with your re-topology, this issues are not "a bug" is just the way "infront" is meant to work. on the other hand shrinkwrap modifier has an offset that you can increase so you can have your mesh displayed over the high density mesh built in, once you are done with your re-topology and you want to apply your shrinkwrap modifier you just remove the offset and done.
Thank you very much again
DO you talk in the full tutorial why the flow follows important parts? Also what are good locations to place poles and such. Depending of why/what the retopo is needed ofcourse
Is it handier to have reference and then use greacepencil to sketch on the major loops so you have guidance within blender?
Great viddeo. I struggled with the poly build tool all say today. very awkward and hard to undo. this
'older' method is so much better!
why my retopologize is passing through the refference object?
Hello! I'm enjoying your video! Only thing that's going a bit strange for me right now is that when I try to extrude or use the ctrl + right mouse button to make more polygons, they seem kinda..snap into odd shapes. They also appear to almost be trying to point towards the starting polygon, rather than go where I'm trying to get them to go, if that makes sense.
Thank you for reading! I look forward to your reply! (:
Is it ok to have a vertex with 5 edges like the one close to the ear?
Would you think about making a tutorial about the rules of good topology? I try to find information about what is allowed and what's not. Where to place more topology were less and how to go with the loops. How many polygons for game realistic character/prop and how many in a stylized and so on. How to go with the levels of detail. Basically, all the information that are not related to how to use the software, but how to go mentally/philosophically about creating a good topology.
@11:20 how you get a new vert you can manipulate with the F key ?? in my case it instantly create a triangle when i press F while selecting the vert in corner
Same happened to me. Solution is enabling F2 Addon.
quick tip: with Draw_Xray addon you can fix those problem of the new geometry hiddin the object you want to do the retopo
Great tip!
Hey question for anyone that wants to answer. I'm currently doing a retypo for a Yoda plushie (lots of detail it's a crocheted Yoda photo scan). When he says " make sure you have refference as you going"... what does he mean exactly? Like should we have reference of a retypo face so we can see how the geometry forms to the face?
Hello, is there a part 2 to this video? I want to know how to fill the gaps e.g. how does 3 edges merge with 2? do you just need to add another edge loop?
This just doesn't work for me. Whenever I try to make a loop, loop cutting it doesn't cut in a loop, it goes around the head in a circle.
The annoying thing about doing this in blender, is that the "in front" thing makes it impossible to see what you're doing when you get to things like the ears, which isnt a problem in Maya's quad-draw
I have a problem. I'm trying to sculpt a character of which i've already modeled the primitive shapes, even inside the mouth. problem is, when I try to remesh it, the inside of the mouth disappears, even if it's part of the head itself. what am I doing wrong?
Hello You should do one on how to Neutralize the face next eyes, mouth...
it'll be nice to show how to bake normal map (AO, Displacement map) of sculpted objects to topo-mesh...using Blender only...
where i can found project individual elements in blender 4.0 i cant found it in face icon
great stuff, thank you mate!
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?
Guys have you tried the retopoflow? I was just wandering if it was worth the purchase. Seems like a time saver. Also thanks for all the awesome videos. Its much appreciated
Finally will there be another video ?
The rest are in the paid course. There's a link in the description if you're interested
@@FlippedNormals right
Hi! it would be really appreciated if you could make a video on how to retopo ear part, cuz I found it pretty hard to integrate high-density ear part with comparatively low poly skull part.
thankyou my master.
Hi guys! I have a question that always bothered me. This year I finally decided to learn sculpting (I'm a generalist but I can't sculpt much) and I'm going to make human characters mostly. How do you sculpt the inside of the mouth? Do you sculpt the character with the mouth open? Or it's better to sculpt it normally and then open the mouth and sculpt the inside? If so, at wich point should I do it? I'm using blender (because I haven't the money for zbrush rip) and I bought the alien sculpting course but I haven't started it yet, do you explain it in that course?
It z not necessary to sculpt the mouth, just sculpt with the lips closed and later on in retopo, make it using poly building method
@@muneebkhaki Agreed.
I'm facing a problem while retopologizing sharp edges like teeth and horns. Do I have to keep them detailed only.
Hi, I have a question about this course, the retopo is for the full character or just the head?
Just the head. But grasping the basics of topology will allow you to move on to the body.
The head is more complicated than the body in general as well
@@FlippedNormals Thanks, you'll use native addons/tools within blender?
Yup, all free stuff, so everything be can join in :)
how to understand where the loops go, I see you put loops around the mouth, eyes, nose, but why tho?
Hi there, the retopology lessons you guys mentioned in the video, does it cover up to unwrapping and normals baking?
I'd like to see a retopology tutorial where UV maps are preserved, specifically for Marvelous designer clothes where the UV map is in the shape of the piece of fabric before it was simulated producing really realistic uv's which are valuable to keep.
Cant you sort of achieve that by applying a normal map to your retopologised model?
Hey @FlippedNormals: Since you also made a video recently about adding asymmetry to the faces, what about retopologizing - should the retopo be done after the asymmetry has been added? But then obviously you cannot utilize the mirror modifier like you instruct in this video...or can you? What is your workflow?
of course you retopo after adding asymmetry or after you finish the model. you can use mirror with asymmetrical models as well, to start off. after youre done with a side, apply mirror and modify the other one to accomodate for different shapes. thats depending on just how different it is, if vastly then you can at least try to mirror similar bits or not at all. also, its often enough to make models asymmetrical only looking in front or back, not necessarily on sides since you cant see them both at the same time anyway. that way you can utilize mirrored geo on sides and then move on to create unique geo in front and back.
I have many 5-edged vertices, is that a problem? It looks pretty bad.
This is the 4th retopo video of FlippedNormals I'm watching. But no matter how awesome you guys are: I can't get my quads to snap the object! Anyone else facing this problem?
I'm sorry. Simply the magnet was turned off by mistake. I came from 3DS Max and I'm new to Blender. This Video made me realise it th-cam.com/video/l-sALvdn3FI/w-d-xo.html
I hate to retopo, it’s just so boring, but i need to do it :( it’s also very hard.
when the object is not selectable, you can still pick it from the list.
how to know where to put loops ?
How I inport a tool on Zbrush to retopo in blender...can you guys cover that?
When I click 'In front' both my plane and my model turn invisible - does anyone know how to get around this, or what the issue might be, please? '
I'm having the same issue and I cant find whats causing it anywhere. did you ever resolve this?
Mimuo I never got to the bottom of it unfortunately, but I did find a workaround - just increase the shrink wrap value a bit so you can clearly make out your retopo squares
Sean M ill try that out, thank you!
is this the same as the paid tutorial u have on ur flip mormals website
cntrl click DOES NOT WORK (at least for me) it turns into like a flat square with four faces.
why does it need to be decimated? i'm a beginner
Hello RETOPOFLOW 3... hahahahaha. Great video as always. But I will defo get this course.
We'll probably make a video with RetopoFlow 3 once its properly out - it looks great - and thanks! :D
I was looking at this:
flippednormals.com/downloads/retopology-in-blender-2-8/
Here's what I don't understand: What's the relationship of this youtube video to those paid-only online chapters? Is this ONE of the chapters from the tutorial, or completely separate from them... or are they all going to be posted here on TH-cam -- or what the heck.
This is a free chapter from the full series. There are a lot of other videos in the full one, like understanding the retopo process, what tools to use - and of course we finish the full head.
Confusion reduced to 0.
How relax the face? T_T
It is like creating 3D model to later be used for papercraft. It must be simple yet consistent. Of course in this case it is more detailed but we shouldn't go too much with it.
I wish Blender had better Retopo tools. It's such a pain the set up. There's like 10 different options you need to remember that are all over the place. Why not make a Retopo Tab and have everything in one window like Maya's Quad Draw.
What if the model is asymmetric?
Then you'll retopo as much as you can symmetrically and do asymmetrical parts by themselves, like horns etc.
nice vid! you really like to use words "like so" :D
real informational. i think it would of been more helpful . atleast for me if you'd done a regular human ya know
These basics apply to any kind of model, doesn't matter if it's human or not. The logic and method are still the same.
Finally :)
Do you show polybuild in the paid course? Seems like a waste to teach Blender 2.8 with techniques from 5 years ago.
We show it, but honestly it's in no way a revolutionary tool like people think. For certain things its handy, but it's just another tool unfortunately.
Somebody should train a neuro network to do this automatically.
This topology for what...?
so basically: start with big planes, than it will make it much faster, no details at start, thanks
Exactly!
CAN YOU GUYS PLEASE RETOPOLOGIZE A CAR. PLEASE. Nobody has done it and i wanna know how you guys would go about it so I can finally get a better product because ive been trying for weeks and I totally suck at tit
thanks gents
Retopo is simple, but takes time . . :(
Thats our thinking too :)
Pog
You really need to learn to use the 3D cursor.
Holy shit that looks like a pain in the ass, I think I will stick with Maya.
Due to the support this channel has shown for the Nazi regime in Ukraine, I am closing my subscription. Please keep politics and propaganda out of the Industry.