"Rushed in a minute" is fine by me, it gets all the important info across without any unnecessary fluff around it, and then it's the viewer's job to experiment and therefore learn way better than by just following a long tutorial.
An absolute must have. Thanks a lot for this. It works exactly as you said it would and helped me to get a lot of my old models in working order. Like every beginner I had plenty of rather good models with way too many polygons and now I can use and animate them. Congrats.
This helped me so much on making models for my game. Always had to many faces and wouldnt load correctly. Now that I watched this video, it helped me a lot. Thank you.
3:09 so this went from "okay, i guess" to "oh my god this is the best thing ever made" in just a few seconds. and then back to "okay, i guess" after you commited.
Thank you for this tutorial. Even in 2021 stil relevant and who knows for how long. Not sure if I will use it, but certainly saved it for the moment it might come in handy!
I would never use this for a character but for an inanimate object it would be good. But even if I have to animate something I would probably still retopologize by hand rather than using this, just so I have the correct topology for deformations
it's really just lowering the vertex count of your object so you can have better performance, I believe this is used for video games nearly every model
@@selkie6341 Super high poly model tends to cause massive slowdowns when splicing and might result in overly complicated gcode. It's basically the equavalent of why you don't use high poly models for animating in terms of system slowdown.
After completing all the steps up to importing the model into Instant Meshes, it seams my model dose not appear or load. And it gives no option to correct anything
What confuses me is that when I draw the lines with the comb tool, most times it doesnt create the lines like in your video. Every time you draw a line, the tool creates a selectable highlighted line that you can delete if needed be. In my case when I draw a line it sometimes creates the selectable highlighted lines like yours, but most times it simply generate nothing. Same with the brush tool.
no grid adaptability. There is no algorithm for determining the curvature of a surface. surface curvature algorithm, which would determine the relative density of the grid. damn it’s so easy! that’s all there is, all these algorithms. Why can’t you collect them competently ?! this is what you need to add to this tool
This is off-topic, but I notice in your Taskbar that you also have Cinema 4D. It seems that along with a greater interest in Blender 2.8 recently, there is also more attention being paid to C4D. Any reason for this, or am I imagining things?
the purpose of topology is not to set the resolution. It is to control the edge flow and divisibility of the faces, which - if you want, gives you the option to control the resolution by a factor of 2. resolution is by no way shape or means the goal of retopology. If you actually sold 3d assets, or anything, you would understand this
It should work, but there are tons of situation where using this tool will give very bad results (but it still might be good enough to fasten your overall retopology process). Basically, many high poly models have huge variation in polygon density (like human face vs. his legs), but instant meshes doesn't care about that and only creates similarly dense model. So in many cases, IM exported models can have more polygons than the original model, since to catch any small details, it will give tons of polygons to larger flat areas that could require only about 5%. Of course this can be useful, if you retopology the hardest and broken parts by hand and let IM handle the easiest parts (like human body except head, fingers, etc.).
This shit is broken for me. I never have trouble with the resolution or aspect ratio of any of my other apps, but for some reason an entire quarter of the bottom of the app is inaccessible. I can't scroll, resize or anything. Not sure how to fix it..
This is one of those videos you save for watch later because you know you will need this at some point.
just did it :D
I have a playlist full of those :))
I feel you, bro!
Just downlod the video
So true
Refreshing to see tutorials where stuff is actually explained and not rushed in a minute.
"Rushed in a minute" is fine by me, it gets all the important info across without any unnecessary fluff around it, and then it's the viewer's job to experiment and therefore learn way better than by just following a long tutorial.
Ideally there should be both options but now we are just being picky and ungrateful
@@pocketblue Agreed, both get the point across, the format is just a matter of preference :)
At last someone who knows the controls AND can explain to numpties like me. Thank you 🙏
I got your back :)
creator of this program will obv go in heaven :D
yeah
agreed
Thanks for this. This seems like a no brainer addition to the workflow when turning sculpts into something easier to handle.
Project managers think that retopologising is pressing a key and having a retopologised mesh that retains 100% of the original quality
omg fax
Should decimate before exporting, will still preserve any level of detail that would matter for retopo.
Wait what?
An absolute must have. Thanks a lot for this. It works exactly as you said it would and helped me to get a lot of my old models in working order. Like every beginner I had plenty of rather good models with way too many polygons and now I can use and animate them. Congrats.
Awesome, i'll have to remind myself it exists when i get right back into sculpting!
This helped me so much on making models for my game. Always had to many faces and wouldnt load correctly. Now that I watched this video, it helped me a lot. Thank you.
3:09
so this went from "okay, i guess" to "oh my god this is the best thing ever made" in just a few seconds. and then back to "okay, i guess" after you commited.
This just saved me so many hours of work thank you so much
Thank you for this tutorial. Even in 2021 stil relevant and who knows for how long. Not sure if I will use it, but certainly saved it for the moment it might come in handy!
This one is so powerful~Much advance than any other bulky softs...
Finally: pure refined quadness.
EPIC... I thought I have to remodel my favourite character... But thx to you... I don't have to... XD
This is so incredibly useful for static meshes!
Guided automatic retopology. Nice. Blender should adapt this approach.
Wow I absolutely didn't know this software... Thank you a lot. Like really. I could hug you.
Very useful tool! Maybe on a future version it could solve the topology with varying degrees of density depending on the amount of detail.
Holy smokes... thank you, this actually is a great tool. Good preparation can save some work but it works really fast and well.
The ngon and triangle killer!
Hey man/mam, sorry to bother you.
What does ngon mean?
@@jeffringoldwin9993 polygon having 5 or more than 5 vertices
@@bevelededge6941 ah I see. Thanks for explaining
@@jeffringoldwin9993 no problem ^^
FYI in the beginning of your video, you confuse vertex count with face count. If you are there are 4 verts per quad, so 7.66K verts = 30.64K quads
Your slow paced videos are cool too
Always the best! Thanks a million, ive personally enjoyed every vodeo you have put out on blender
Whats with this long-ass essay style tutorial and when are we going to obliterate the default cube?
ayyy
ayyy
Ayyy
This really feels weird now
long ass-essay
Clear and straight to the point , very useful, thanks
hey man awesome video!! do you have any video about baking back the details from high res to super low res??
I love that this exists
damn man!! thanks!! ive made a few 3d props for a few movies...but i LOVE little stuff like this...gets me in the mood to model somethin!!
Thats what I've been looking for! Awesome
Did you clap at the end?
This is also part of 3d coat. Great software I mean both 3d coat and this particular bit too.
This looks like it'll be super, duper useful. Thanks for bringing my attention to this thing man!
I would never use this for a character but for an inanimate object it would be good. But even if I have to animate something I would probably still retopologize by hand rather than using this, just so I have the correct topology for deformations
It actually works very well for characters, but I also wouldn't use it simply because it has no symmetry.
@@Bordie3D Could you maybe cut the character in half before exporting as obj, and run the retop, and import it back to blender to mirror?
@@mikeohc You see I tried this, but it's just a very tedious way of working. You have to manually sew it back together like a fucking doll.
Now that was different! Very cool. Like it when ya mix it up!
oh god, you've come a long way with tutorials xD
facts
As a free too it's not too bad, but the triangles and many poles really put me off.
Ya definitely a lot of manual clean up needed after for a nice mesh (but that's only necessary if the model isn't going to be a static mesh.)
Clear, concise, informative. Well done!
You got a new subscriber pal, nice tutorial and nice tool. You saved my final proyect!!! Keep it up m8!!!
do professionals use this? because I find this very useful and saving a lot of time
Thank you very much, great tutorial!
This was great. Thank you. I appreciate you sharing this.
DONT KNOW WHAT TO SAY BUT THANK YOU
Wow this would help me a lot with my on going project. Thanks
well if you dont have money for quad remesher is a good option
Incredibly useful. Thanks for this, a time saver!
I've been CGmatter, you've been you. babai?
Thanks for this great tutorial
Seems like it could be really useful with retopo for photogrammetry meshes.
100% accurate 😁
Good ,clear , concise information. Thank you :)
ooooh can't wait to try this out
thanks for sharing
Do you know if it supports symmetry?
This was very helpful! Thank you.
Thank you for this amazing tutorial!
Would this work with hard-surface sculpts, as far as keeping sharp edges?
yessss, exactly what i was looking for, thank you
THX mate. Very usefull indeed
Oh yes, this is beautiful.
finally i can fix my dababy mesh for cloth simulations
I can't find the executable anywhere in the .zip file:(
Thank you so much for the explanation. It helped a lot :)
I really want a way to symmetrize. This is a blackmagic tool but retoping characters is kind of flimzy without symmetry.
Good tips. Thanks.
Awesome! Thank you and developers)
so there's no in-app instant mesh addon?
Thank you so much, Great video.
Thank you 😃
wooooooooooww!!! thank yo so much i will try this way when i finish make body. thank you it is really good impormaion
Does it change the UV mapping when you convert i, or does it retain the same map as the high res?
hows is that even possible? u completly rearange the faces and reduces them
Why would someone create the uv map for the high res model ^^'? One of the reason you retopo is for easier uv mapping....
@RyudoFanel how are you going to bake the normals from low to high? Don't the uvs have to be identical?
totally brilliant thank you so much
OMG DID JUST SEE CINEMA 4D ON YOUR TASKBAR 😳 😱 EXPOSED
i'm curious: what would default cube think about this tech?
Thanks for this.
Gonna give this a try. I have a model that I have created in Oculus Medium but bringing it to Blender, its so bad and having issues rigging it.
very helpful thanks a lot sir
Thanks so much!, really clear the way you explain!, thanks a lot!
I have no clue what retopologize means but im going to watch this anyways
it's really just lowering the vertex count of your object so you can have better performance, I believe this is used for video games nearly every model
This seems very usel for 3d printing too
Is it? I didn't think 3d printing cared about topology...
@@selkie6341 Super high poly model tends to cause massive slowdowns when splicing and might result in overly complicated gcode. It's basically the equavalent of why you don't use high poly models for animating in terms of system slowdown.
Nice tool. even though there are big differences between original and reduced mesh. Fixing it via normal won't work that easy, too.
I love you!! 😍😍😍
damn this is amazing
After completing all the steps up to importing the model into Instant Meshes, it seams my model dose not appear or load. And it gives no option to correct anything
To the rescue once more.
What confuses me is that when I draw the lines with the comb tool, most times it doesnt create the lines like in your video. Every time you draw a line, the tool creates a selectable highlighted line that you can delete if needed be. In my case when I draw a line it sometimes creates the selectable highlighted lines like yours, but most times it simply generate nothing. Same with the brush tool.
remesh modifier does that too
no grid adaptability.
There is no algorithm for determining the curvature of a surface.
surface curvature algorithm, which would determine the relative density of the grid.
damn it’s so easy! that’s all there is, all these algorithms.
Why can’t you collect them competently ?!
this is what you need to add to this tool
so you are saying i can export an obj out of fusion and make it a poly model with quads?
This is off-topic, but I notice in your Taskbar that you also have Cinema 4D. It seems that along with a greater interest in Blender 2.8 recently, there is also more attention being paid to C4D. Any reason for this, or am I imagining things?
Can i still decimate it within blender to further decrease the poly count or should I just lower it further within instant mesh. Thank you
So what exactly is the difference between orientation field and position field in this program?
the purpose of topology is not to set the resolution. It is to control the edge flow and divisibility of the faces, which - if you want, gives you the option to control the resolution by a factor of 2. resolution is by no way shape or means the goal of retopology. If you actually sold 3d assets, or anything, you would understand this
it also creates holes in models and artifacts that cant be cured
Thanks very usefull
Does this work if you sculpted a model in blender? faces always mess up for me when i sculpt
It should work just fine
It should work, but there are tons of situation where using this tool will give very bad results (but it still might be good enough to fasten your overall retopology process). Basically, many high poly models have huge variation in polygon density (like human face vs. his legs), but instant meshes doesn't care about that and only creates similarly dense model. So in many cases, IM exported models can have more polygons than the original model, since to catch any small details, it will give tons of polygons to larger flat areas that could require only about 5%. Of course this can be useful, if you retopology the hardest and broken parts by hand and let IM handle the easiest parts (like human body except head, fingers, etc.).
This shit is broken for me. I never have trouble with the resolution or aspect ratio of any of my other apps, but for some reason an entire quarter of the bottom of the app is inaccessible. I can't scroll, resize or anything. Not sure how to fix it..
I feel like you even made your voice sound more like a teenager
Unbelievable !
This as good as Quad Remesher?
But why else we need to do that, is it just to get easy on computer or have something else to it