I Need The Quickest Retopology For My Characters!

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  • เผยแพร่เมื่อ 16 ก.พ. 2023
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ความคิดเห็น • 53

  • @maximogallardo1841
    @maximogallardo1841 ปีที่แล้ว +51

    Uploaded 38 seconds ago . . .

  • @Mejo112
    @Mejo112 ปีที่แล้ว +33

    I work on game and what i can tell you for props i use about 500 verices and for characters use 15000,it is also important to show what is important in the game, but if you are going for a realistic i.e. detailed model, then put a little more polygons, and when you import those models into UE, it will convert them into triangles, so I would also pay attention to the number of triangles on the models, as well models that are far away and not accessible to the player put an even smaller number of polygons and even lower texture resolution

  • @aopaul

    "This is looking a bit 2010" ha ha ha ha... never thought I'd see there's NOT ENOUGH polys. What a time to be alive.

  • @TorQueMoD

    The only issue I've had with autoretopology is that the edge loops tend to spiral all over the place which gives you a lot of deformation problems when animating. I limit auto retopo to static meshes and use hand retopo tools for characters. My go to is actually 3D Coat. Also, a tip for how to decide what the polycount should be a for a character - you need to figure out how many of them you want to have on scene at once. Today 100K for a character model is fine, so if you have 10 of them in scene at once, then 10K each would be fine. If you only have 3, then 33K each would work. Also, UE's built in decemation is amazing and it works for skeletal meshes as well, so you really only have to worry about the highest quality and let the engine do the rest.

  • @Wodgedev
    @Wodgedev ปีที่แล้ว +1

    The low poly models always look worse, but once you map the high poly normals to it, they'll look as intended again

  • @harteconn
    @harteconn ปีที่แล้ว +5

    These retops are looking great! Can't wait to see how the bakes turn out, substance painter can be quite a beast for texturing things, and they have a new baking mode which is extremely useful to play around with

  • @rickysargulesh1053
    @rickysargulesh1053 ปีที่แล้ว +8

    In my experience automatic retopology is a little problematic for rigging later on but I hope it works out. really love the series and learning a lot from you on the way. also focus on triangle count. that's what really matters

  • @Ben-rz9cf
    @Ben-rz9cf ปีที่แล้ว

    I find that there is no substitute for zbrush for this kind of stuff unless you want to get into manual retopology. Hopefully stuff like quadremesher gets better over time, it does look like they improved the algorithms since i last used it.

  • @westingtyler1
    @westingtyler1 ปีที่แล้ว +5

    I imagine soon there will be some kind of merge with quad remesher and the character's rig, where it calculates how it's going to move based on the rig you provided, and remeshes around the joints uniquely. this is going to be nuts.

  • @dreadwinter
    @dreadwinter ปีที่แล้ว +3

    Theyre looking really good! In my pretty limited experience, i find that using Shrinkwrap with the Project wrap method, Outside/Above surface and both Negative and Positive axises enabled usually gives the best results.

  • @IrocZIV
    @IrocZIV ปีที่แล้ว +3

    Will you have the egg yolks burst if they take damage? Could make a difference in how the underlying structure gets used.

  • @TheFrettchen555
    @TheFrettchen555 ปีที่แล้ว +2

    I was just doing some retypology and browing your channel a bit so this video came up perfectly :*) You just saved me hours of work for retopo

  • @3polygons
    @3polygons ปีที่แล้ว +10

    I kind of like the manual retopology thing as in I'm old school (and, er, just old) that we used to optimize every polygon (for mobile games, before in arcane PCs of the time, etc). Also as you build so the best wires flow for animation (bending, expressions, muscles flow/contractions, etc). And in Blender is kind of a comfy process with snapping on surface and some other tricks, it's kind of a simple (but tedious) process, that mostly gives tons of control. But yeah... as an indy, and having to retopo suddenly a bunch of characters (enemies, NPCs, etc) I'd probably at least cut a 70% (or 99%) with auto tools. I'm told 3DCoat's auto retopo is great, and I really Iike their "option to convert subscription to permanent purchase", and they're not particularly expensive compared to the big names (3DS, Maya, Cinema, Zbrush...).

  • @donhoolieo4896
    @donhoolieo4896 ปีที่แล้ว +1

    Boro! You're the man! Thanks for posting your development process. I struggle with this issue myself and have turn towards the traditional retopo methods. Which as an artist, I'm sure you will agree, is not fun... Just like UV unwrapping lol This workflow you got here is simplistic yet you're able to still have control over your model. Great work and I will definitely be trying this workflow out going forward.

  • @TheDarkRane
    @TheDarkRane ปีที่แล้ว +4

    Super curious what your game dev studio would be called. You always have interesting names for things.

  • @Klosterliv
    @Klosterliv ปีที่แล้ว +1

    As far as I understand quad remesher is the same algorithm by the same company as ZRemesher. In that case I'm guessing Use Materials is like use polygroups in Zbrush which is critical in getting better edge flow/loops!

  • @nicksyoutubeaccount
    @nicksyoutubeaccount ปีที่แล้ว

    That looks sick

  • @the_RCB_films
    @the_RCB_films ปีที่แล้ว +1

    I wanna play your game already lmao

  • @R0w4nH0pk1ns
    @R0w4nH0pk1ns ปีที่แล้ว

    I think for the cradle one, it would be cool to have movements on the hand sort of pull the rest of it's body back a little bit

  • @ManAtPlay
    @ManAtPlay ปีที่แล้ว

    Thanks for sharing process and for helping Ukraine 🇺🇦