Part 2 is out! It features more detailed explanations and improvements based on your feedback: Advanced Modeling Technique : Shrinkwrap th-cam.com/video/bcli7dd52Os/w-d-xo.html
That's a technique I learned by cheer laziness during my studies. I had to make a motorcycle and I simply couldn't bare the idea of wasting time on correcting pinches by moving vertices. So I ended up making a SubD model, very low poly, to get the general shape and then retopologize over (was on Maya). I never got around learning Blender's modeling tools, but this seems to be pushing the workflow I'm used to even further. I don't know if this is the best technique, most of my teachers didn't understand why I do it that way but as we can see here it's just so much better and faster... Glad more people are doing this. :)
Mind = blown. 🤯 I've used the shrinkwrap modifier before, but using it to keep surface continuity and combining it with vertex groups to add more detail is just brilliant.
I am seeing more and more of this technique popping on TH-cam and I think it's beautiful. It's like retopologizing at the same time you're modeling. I am doing a very rough first pass without paying much attention to topology but having a nice surface, then I will start over with a clean mesh shrinkwrapping over the bad mesh. I will also use the smooth corrective with vertex groups, which I think helps with the topology distribution as well. Never thought of painting weights though, very interesting, I'm going to try that definitely.
It truly is a beautiful technique! Like you said it makes it much easier to add details as you don’t have to care as much about the topology on your final panels and once you have added all the details you want you can just dissolve the loops you don’t need to get a very optimized mesh. I have played with a smooth modifier too but I think it was the lapiacian smooth, I will try yours and see what works best. Thank you!!
Im actually here after finding part 2, you are such an awesome artist bro. I would love to see you even making these base meshes too. Your modelling skills are the best i have saw in a long time on here. Definitely you deserve way more subs man. I see you took their advice and took on board all the comments and improved in your part 2 video. One thing I would suggest is to just slow down a little with the mouse as sometimes its really hard to see, only my opinion but personally I think this will help alot of people if you stall on the options your explaining and using even for just a split second longer. Apart from that anyone who see this comment check out his part 2 its hot 🔥 keep up the grind @Baril3D
This is amazing thanks! Every time you try to punch holes in your low subd mesh the shape goes to hell. This way you don't have that problem again and it can potentially save you hours!
Good Video! Really useful info, I even like the bg music, but it's a pity that you have chosen this resolution. All is displayed a bit too small on my screens
@@baril3d After minute 9.20, when you explain the vertex group technique on the spaceship. Thanks for your kindness, but you explain well, I have never used this modifier
Got it! I will try to explain it by text here first but please don’t hesitate to tell me if something still isn’t clear. So for this to work you need 2 shrinkwrap modifiers. One that will project your vertices directly onto the surface of your basemesh. The second however will project your vertices at an offset. Basically it will put your vertices above or under the surface details f your basemesh at the distance you tell it to. Now we usually don’t want to project everything at an offset because it would just make our final model an inflated or deflated version of our basemesh right? So to fix that we use vertex groups, think of them as masks that determine which modifier a vertex will use. If you need to you can join the discord server where I can share videos of my screen that explain it better or pictures. I hope it helps!
This is why you never model a car panel by panel! So many car tutorials are wrong. Cars are designed as one flowing, sometimes complex, form and then panel splits, door handles etc are put in towards the end of the project.
Yes! Even tough it can be tough to grasp at first, using a basemesh saves up a lot of time, gives better quality and can be made to be more optimized than non shrinkwrapped models
It's so much simpler this way. We only need to worry about the shape at the beginning. Once the base is done we can focus on details and stop worrying about general shapes. I actually use this technique on complex clothing and basically anything "organic" that has finer details.
@@baril3d I think just adding complex details to a sphere is one way to do it. People will quickly realize your sphere has little to no pinching. (creases, insets, cylindrical extrusions). At least that's how I best visualize it.
Part 2 is out!
It features more detailed explanations and improvements based on your feedback:
Advanced Modeling Technique : Shrinkwrap
th-cam.com/video/bcli7dd52Os/w-d-xo.html
That's a technique I learned by cheer laziness during my studies. I had to make a motorcycle and I simply couldn't bare the idea of wasting time on correcting pinches by moving vertices. So I ended up making a SubD model, very low poly, to get the general shape and then retopologize over (was on Maya).
I never got around learning Blender's modeling tools, but this seems to be pushing the workflow I'm used to even further. I don't know if this is the best technique, most of my teachers didn't understand why I do it that way but as we can see here it's just so much better and faster... Glad more people are doing this. :)
Mind = blown. 🤯 I've used the shrinkwrap modifier before, but using it to keep surface continuity and combining it with vertex groups to add more detail is just brilliant.
I am curious to know what you used it for? Was it to add decals and such or something else? Thanks for watching!
that audi guidemesh looks so clean good job
Thanks a lot!!!
I am seeing more and more of this technique popping on TH-cam and I think it's beautiful. It's like retopologizing at the same time you're modeling. I am doing a very rough first pass without paying much attention to topology but having a nice surface, then I will start over with a clean mesh shrinkwrapping over the bad mesh. I will also use the smooth corrective with vertex groups, which I think helps with the topology distribution as well. Never thought of painting weights though, very interesting, I'm going to try that definitely.
It truly is a beautiful technique! Like you said it makes it much easier to add details as you don’t have to care as much about the topology on your final panels and once you have added all the details you want you can just dissolve the loops you don’t need to get a very optimized mesh.
I have played with a smooth modifier too but I think it was the lapiacian smooth, I will try yours and see what works best. Thank you!!
This is great information I was looking for this solution
Thanks a lot! Very useful tricks!
Great video as usual Louis
Thanks mate!
Very very useful technique, thank you!
Im actually here after finding part 2, you are such an awesome artist bro. I would love to see you even making these base meshes too. Your modelling skills are the best i have saw in a long time on here. Definitely you deserve way more subs man. I see you took their advice and took on board all the comments and improved in your part 2 video. One thing I would suggest is to just slow down a little with the mouse as sometimes its really hard to see, only my opinion but personally I think this will help alot of people if you stall on the options your explaining and using even for just a split second longer. Apart from that anyone who see this comment check out his part 2 its hot 🔥 keep up the grind @Baril3D
Sounds good for slowing down a little and explaining in more details, thank you for the feedback and compliments!!
Neat! Good to see you're back
Very cool technique, thx !
Merci!!
this is mindblowing! thank you!
Thank you I am happy you found this interesting!
This is amazing thanks! Every time you try to punch holes in your low subd mesh the shape goes to hell. This way you don't have that problem again and it can potentially save you hours!
Exactly!!
Good Video! Really useful info, I even like the bg music, but it's a pity that you have chosen this resolution. All is displayed a bit too small on my screens
Thank you for the kind words and the feedback! I used my ultrawide monitor for this one but I will make sure to use my other one for the next demos
Would it be possible if you make a timelapse of the same workflow with shrinkwrap you used on the chair ?
(Very cool topo btw)
Sure thing! I will keep that in mind next time I do something similar. Thank you for the kind words!
Master, could you please explain the seat section in more detail or create a demo
Sure thing! I will probably make a follow up video this weekend that explains everything in more details
@@baril3d Thank you very much. Looking forward to the video produced by the master in the future!
@@baril3d Please! The result looks amazing and the the workflow interesting.
that was enlightening. could you show some more examples/use cases or do i have to pay for a course or patreon for that?
Hey! I am glad you found the video useful, no need to pay anything, part 2 is coming out in an hour !
I must watch this video in loop, but is interesting
Let me know which parts were unclear and I will be happy to make a more detailed video! 😄
@@baril3d After minute 9.20, when you explain the vertex group technique on the spaceship.
Thanks for your kindness, but you explain well, I have never used this modifier
Got it!
I will try to explain it by text here first but please don’t hesitate to tell me if something still isn’t clear.
So for this to work you need 2 shrinkwrap modifiers.
One that will project your vertices directly onto the surface of your basemesh.
The second however will project your vertices at an offset. Basically it will put your vertices above or under the surface details f your basemesh at the distance you tell it to.
Now we usually don’t want to project everything at an offset because it would just make our final model an inflated or deflated version of our basemesh right? So to fix that we use vertex groups, think of them as masks that determine which modifier a vertex will use.
If you need to you can join the discord server where I can share videos of my screen that explain it better or pictures. I hope it helps!
@@baril3d amazing, I will try tomorrow, we're 3D professional artist, we gonna improve (I use maya and unreal) but blender is wanderfull
Awesome! Let me know how it goes 😄
don't quit your primary job
clever!
This is why you never model a car panel by panel! So many car tutorials are wrong. Cars are designed as one flowing, sometimes complex, form and then panel splits, door handles etc are put in towards the end of the project.
Yes! Even tough it can be tough to grasp at first, using a basemesh saves up a lot of time, gives better quality and can be made to be more optimized than non shrinkwrapped models
It's so much simpler this way. We only need to worry about the shape at the beginning. Once the base is done we can focus on details and stop worrying about general shapes.
I actually use this technique on complex clothing and basically anything "organic" that has finer details.
great video man, I could use your help with my new project? can you help me?
Thank you! I will be happy to help, join the discord server and we will take it from there.
The link is in the video description 😄
Just a suggestion: ditch the unnecessary background music. Found it distracting and stopped watching 3 minutes in
Funny you say that; because the music actually does stop after 3 minute mark. Although it comes back on around the end part.
i think this is retopology not modelling
Resolution is off the hook...can't see anything..gotta PASS
You have a great Monitor, but for Tutorials very, very bad.
Not a very good explanation of why and how usage of shrinkwrap.
Works fine for me. Maybe there’s something wrong at your end?
Can you tell me which parts would you like to be explained in more details? I will be happy to make a longer version that explains it in depth!
I thought it was clear. Maybe starting off with the cube wasn’t the best example to begin with.
@@guttersnipe77 yeah definitely not the typical use case for it 😆
@@baril3d I think just adding complex details to a sphere is one way to do it. People will quickly realize your sphere has little to no pinching. (creases, insets, cylindrical extrusions). At least that's how I best visualize it.