How To Retopologize ANYTHING in Blender in Less Than 6 Minutes

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  • เผยแพร่เมื่อ 28 ก.ย. 2024
  • Retopologize anything in Blender. In 6 minutes you'll learn Blender modeling, retopology, edge flow and more tips and tricks to create perfect topology for your 3d models. Retopology doesn't need to be hard or confusing.
    My Automatic Retopology Plugin:
    exoside.com/qu...
    Softwrap 2 Plugin:
    blendermarket....
    Basic Retopology Tips + Tricks:
    cgcookie.com/a...
    Human Retopology Reference(Images):
    flippednormals...
    -----------------------------------------------------------------------------------
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    Thank you very much for watching!
    #3D_Modeling #Blender #Tutorial

ความคิดเห็น • 488

  • @DirkTeucher
    @DirkTeucher 3 ปีที่แล้ว +259

    4:40 - That workflow with the multi res modifier is excellent. Thanks for these tips.

    • @Noggi_3D
      @Noggi_3D  3 ปีที่แล้ว +8

      My pleasure. I'm happy you found it helpful. :)

    • @Riceballer3D
      @Riceballer3D 3 ปีที่แล้ว +8

      dude same here I just had my whole world rocked. I feel silly cause I'd been re-sculpting in details on my re-topoed model like a fool who loves to waste time

    • @alexandercooney5540
      @alexandercooney5540 2 ปีที่แล้ว +3

      Same, it's so obvious in hindsight but it never occurred to me 😂

    • @alejmc
      @alejmc 2 ปีที่แล้ว +1

      +1 on this tip.
      I would usually go from a somewhat close enough retopo-ed cage to baking displacement and/or normal maps right away… had only used shrink wrap modifiers (on 3dsmax) mostly to transfer skinning animations or just animate a lower res one to drive a higher res model.
      This method though, it’s great.. and that reshape to bring it all the more closer 👌

    • @kylegerbrandt
      @kylegerbrandt 2 ปีที่แล้ว +1

      @@Riceballer3D I was like, here come the baking taking forever joke. This is awesome.

  • @swthelostarchives
    @swthelostarchives 2 ปีที่แล้ว +149

    Triangles are fine for games but when working in a studio where other people might have to use your model it's best practice to stick to quads so that people can understand your edge flow and edit the model if need be. For games polycount matters a lot. For film poly count doesn't matter. You must also make sure the model's topology allows for efficient deformations when animating.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +9

      Very true!

    • @XtremeSk8ter
      @XtremeSk8ter ปีที่แล้ว +25

      Poly count matters just as much in film as it does in games purely because they need to keep render times as low as possible so that they can meet deadlines.

    • @meli1240
      @meli1240 2 หลายเดือนก่อน +4

      @@XtremeSk8ter Yeah but in game it renders in real time, unlike in movies, that's why it's more important to keep it low in games. However it would be unplayable. Also fun fact, but if one frame of Avatar 2 was rendered on a normal computer 3D artists use, the frame would've taken 26 years to render

  • @carrotylemons1190
    @carrotylemons1190 2 ปีที่แล้ว +66

    Hands down the best retopologizing tutorial on youtube, because it actually goes over the general principle instead of taking literally 1.5 hours to go over step by step for a single model. Have you ever considered a follow up UV unwrapping tutorial?

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +18

      I will very likely do more of these tutorials in the near future. UV unwrapping is not the first one, but it's on the list of potential topics. :)

    • @JiluMiah-ek2rd
      @JiluMiah-ek2rd 3 หลายเดือนก่อน +1

      😂 lmao this the video I needed. Because I wanted to continue to sculpt but I already decimated the model. I’m learning as I go

  • @potaterjim
    @potaterjim 2 ปีที่แล้ว +206

    I feel like he forgot to mention baking normal maps, which I strongly recommend as follow up learning. No matter how finely you divide it, this method will lose the small, fine details that your original sculpt had. Baking those details into a normal map gives you the immaculate lighting details of a sculpt with the performance and usability of the new topology

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +42

      Good point. I should've mentioned that in the multires section as an alternative.

    • @Mikhanreld
      @Mikhanreld ปีที่แล้ว

      And what is the best way to avoid losses?

    • @Mikhanreld
      @Mikhanreld ปีที่แล้ว +1

      @@Noggi_3D, Not very clear… What would be the algorithm in this case then?

    • @nielstombeur6921
      @nielstombeur6921 8 หลายเดือนก่อน

      you retopo your model and then you bake your highpoly mesh on your lowpoly mesh fe in substance painter but if you plan to animate a character always retopo@@Mikhanreld

  • @approachingetterath9959
    @approachingetterath9959 7 หลายเดือนก่อน +5

    my most important take-away from this was to duplicate the retopo, use shrinkwrap and subdivs on one, apply, and then project these details onto a retopo with multires. i didn't know this was possible. this will save me so much hassle in the future.

  • @rocketprops3739
    @rocketprops3739 2 ปีที่แล้ว +10

    THIS WAS SO HELPFUL. I cant even describe how nice it is to have someone concisely explain this.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      Nice to know it was helpful to you. :)

  • @dazextralarge
    @dazextralarge 8 หลายเดือนก่อน +112

    You're making people think that you can actually retopologize models in less than 6 minutes.

    • @beanoptodon
      @beanoptodon 6 หลายเดือนก่อน +9

      Yeah the title has incorrect grammar for the purpose of the video lol

    • @scusson23
      @scusson23 2 หลายเดือนก่อน +7

      I think the grammar is fine, just confusing, he’s trying to say “how to remesh any model” “In 6 minutes”, meaning the video is 6 minutes

  • @Mr_Steve3D
    @Mr_Steve3D ปีที่แล้ว +9

    You literally broke down the entire workflow needed in one shot! Thanks!

  • @linkunarre
    @linkunarre ปีที่แล้ว +3

    one of the reasons I dropped my 3d modeling course is because i was never told anything about topology and always found my models looked like ass and i felt like i had to make them good from the start. Recently looking back on that I started searching things up on my own and learnt about topology in general and i think i may start learning 3d modeling again, and retopology is a big reason why

  • @Volaths
    @Volaths ปีที่แล้ว +2

    The absolute BEST retopo video I've ever seen, I know how to retopo but I always struggled on the order in which to retain original model details and this is one of the only videos I've found that covers it step by step

  • @ThrashyB
    @ThrashyB 2 ปีที่แล้ว +5

    literally never animate my models but recently ive needed to pose them.. ive had to retopologize like 3 times in the past 6 months and always come back to this video lol thanks

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Haha, good to know it's helpful to you. :)

  • @Snoight
    @Snoight 7 หลายเดือนก่อน +2

    The multires modifier with reshape blew my mind! Thanks!

  • @Layston
    @Layston 2 ปีที่แล้ว +3

    Would love to see more videos on this subject from you. You explain it very well and don't waste time! I'd especially would love a more detailed explanation of edge flow.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      I'm happy you like it. I might go more in depth in the future. I'll keep it in mind. :)

    • @oblivius5538
      @oblivius5538 7 หลายเดือนก่อน

      Have you any idea how much your comment helped me?, a year later and if not for this comment i would be lost thanks a lot man. you really helped me out

    • @Layston
      @Layston 7 หลายเดือนก่อน

      I did?@@oblivius5538

  • @devonjuvinall5409
    @devonjuvinall5409 หลายเดือนก่อน

    That was quite complicated because you went so fast but it was super super informative thank you!!
    Imma watch again and pause a lot now!

  • @JF-rf8xy
    @JF-rf8xy ปีที่แล้ว

    as a blender baby who has been hacking at the program like a caveman for the past year trying to figure out retopo with literally any other video i found, this one saved my life. thank you dude. sending good vibes your way.

    • @Noggi_3D
      @Noggi_3D  ปีที่แล้ว +1

      Glad I could help! :)

  • @Amgeezy
    @Amgeezy 2 ปีที่แล้ว +2

    Lately I've been taking my models into gravity sketch on the oculus quest 2 for retopology and it works pretty damn good for manual retopology, clothing, and hair.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Cool! I haven't heard of that one before.

  • @ranska2506
    @ranska2506 ปีที่แล้ว +1

    4:33 About filling area between edge flow. I'm currently search, shortcut or technics like grid or other to improve my beginner skill.
    Thanks a lot for this vidéo.
    It can be cool to have more small detail on this topic :)
    Merci beaucoup 👍😺

  • @heart-sprout
    @heart-sprout 2 ปีที่แล้ว +1

    love how quick and to the point this is, 10/10

  • @PrinceWesterburg
    @PrinceWesterburg 2 ปีที่แล้ว +1

    Thanks for mentioning SoftWrap - its just comedic watching it work, so amazing!

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Yeah, it's a really fun addon :D

  • @mrCetus
    @mrCetus 2 ปีที่แล้ว

    This is a terrific video for everything you need to know! Wow! Spectacular!! I can't believe you completely blew my mind and saved me from going into certain beginner ruts in only 6 minutes!!! Huge time savor, you're the best! Thanks for putting in all the work!!

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Haha! My pleasure. :)

  • @ranska2506
    @ranska2506 ปีที่แล้ว +1

    4:22 very interesting topic. I will be nice to talk more about it.

  • @staticbuilds7613
    @staticbuilds7613 หลายเดือนก่อน

    Is there a more fuller version of this showing the tools and how to activate and use them more clearly anywhere?

  • @kingsevil5255
    @kingsevil5255 2 ปีที่แล้ว

    THANK. YOU. I have been searching for a retopology video that explains whats going on, edgeflow and why it matters for so long aaaa

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      I'm happy it was helpful to you. :)

  • @notmyname90
    @notmyname90 2 ปีที่แล้ว

    This one of the best videos about retopology i've ever seen. Thanks

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Oh wow, such high praise. Thank you. :)

  • @h4nv
    @h4nv 2 ปีที่แล้ว +1

    This was really helpful! Especially the magnet thing that I didn't even know it exict.
    _Edit. First try was total mess, but I decided to start again and seems I learn from my earlier mistakes and it's looking very clean for now_

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Nice! The second try is always miles better. :D

  • @diomiziofattorelli6609
    @diomiziofattorelli6609 4 หลายเดือนก่อน

    Amazing teacher! Thank you for sharing your workflows!

  • @Crippley
    @Crippley ปีที่แล้ว +1

    This is just what I'll need when I get further with my human model! Super helpful. :^D

  • @brumbogetbrum2714
    @brumbogetbrum2714 4 หลายเดือนก่อน +2

    Why do your new faces seem to stay on top of the model as you extrude from edges? Mine are mostly sunk inside.

    • @MichelleKnobloch
      @MichelleKnobloch 2 หลายเดือนก่อน

      maybe you gotta turn on snapping :>

  • @chukwudiebite7775
    @chukwudiebite7775 2 ปีที่แล้ว +1

    👏
    This is a brilliant tutorial
    I loved it

  • @CHITUS
    @CHITUS 2 ปีที่แล้ว +2

    Wow this is exactly what i need lol. I'm a beginner in 3D modeling and this is the first time im doing the "reto" so everything is very new to me. I have a few questions, im wondering if you could help me with
    1. So when you finish scuplting a model, would you retopology right away or you doing the hair then retopology after finishing the hair. And do I need to retopology the outfit too?
    2. The last step is very useful where you can switch between a HQ Model or a Low Rez Model, and you said it'd be useful for animations. Is it becuz in animation some scenes you need to render a HD model with full detail and some scenes you just need to render a low rez model? like the model is standing pretty far or something like that ? Like how is it useful for animations
    And thank you so much for the video, it really help me alot. Also sorry for the bad english lol

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      1. Retopology is essentially cleaning up geometry.
      Pretty much every step after sculpting can benefit from good topology in one way or another.
      You can think of it like sorting Lego pieces before you put it together. Afterwards, it's way easier and faster to work with than before, when it was messy.
      For clothing, I usually use poly modeling and add more detail in sculpt mode using a multires modifier to increase the clothing resolution.
      2. Your example is a good one. What I mean is, that you can animate the model in Low Res Mode and when you render it, you increase the subdivision level in the Multires modifier.
      This way it's not super laggy, as it would be with a very high amount of geometry.
      Hope this helps. :)

  • @muteryu273
    @muteryu273 2 ปีที่แล้ว

    That SoftWrap tool certainly surprised me.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      It's really cool. Especially after retopologizing a few characters. :)

  • @echodot759
    @echodot759 2 ปีที่แล้ว +1

    You missed a pretty important detail. I can't get any of my retopology to actually be visible while working with the main model. On curved surfaces the new faces almost exclusively render inside of the model.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +3

      You're right! You can enable "In Front" in Properties Window > Object Properties > Viewport Display. Now they will always be in front of the sculpt. I would recommend enabling "Backface Culling" in the Viewport Shading settings as well.

  • @Lync1111
    @Lync1111 8 หลายเดือนก่อน

    Hello im new to your lessons. Yes please create more like this. Someone mentioned (Baking), Is this step critical znd is it possible to continue this course explaing why or why not, thanks!

  • @Akomarongg
    @Akomarongg 10 หลายเดือนก่อน +1

    2:18 how do you keep the plane from clipping through to the underside of the mesh object?

  • @anthonymika5595
    @anthonymika5595 2 ปีที่แล้ว

    Great tips. You make it look so easy!

  • @Glitch-Gremlin
    @Glitch-Gremlin 10 หลายเดือนก่อน +1

    Ok, i got a huge problem. Say im trying to retopo a sword. How do i add vertz on sharp edges? The verts will clip though to the other side

    • @prattyv9208
      @prattyv9208 4 หลายเดือนก่อน

      I don't know how other artists do it but personally I don't sculpt obvious hard surface models like sword shield, guns etc, instead i do the traditional poly modelling. For organic models i go for the sculpting technique.

  • @Handleforyoutubedude
    @Handleforyoutubedude หลายเดือนก่อน

    Is there a benefit to fixing the topology rather than just UV unwrapping the complex model and baking the normals onto a low poly render?

  • @mykalesalad
    @mykalesalad 2 ปีที่แล้ว

    Very concise and informative, thanks for the video!

  • @aristateles1549
    @aristateles1549 3 ปีที่แล้ว +2

    What's the difference between multirest technique and baking normal for details?

    • @Noggi_3D
      @Noggi_3D  3 ปีที่แล้ว +1

      With Multires you add the details to the model. With Baking, you save the details separately as a texture map.

    • @aristateles1549
      @aristateles1549 3 ปีที่แล้ว

      @@Noggi_3D Ahhh, makes sense. Thanks a lot!

  • @kath5847
    @kath5847 2 ปีที่แล้ว

    ok I had my doubts on how helpful it would be since i hate manual retopology but this makes me feel like i could do it now. So thanks :)

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      I like to compare it to a math formula. Once you understand all the variables, you can use it for everything. :)

  • @devendrameena9928
    @devendrameena9928 2 ปีที่แล้ว +1

    thank you so much for this video. its really helpful.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      I'm glad you found it helpful. :)

    • @devendrameena9928
      @devendrameena9928 2 ปีที่แล้ว

      @@Noggi_3D but topology is kinda difficult task for me😥

  • @itsyaboinadia
    @itsyaboinadia 2 ปีที่แล้ว

    wow this explained wverything so well. thank you ❤

  • @jr-hc2iv
    @jr-hc2iv 2 ปีที่แล้ว +4

    will you please please please do a tutorial on how to reuse old topology from another model this whole process just takes way too long! great video by the way thanks for making it!

    • @jr-hc2iv
      @jr-hc2iv 2 ปีที่แล้ว

      especially face topology! thanks for reading!

  • @sebastianosewolf2367
    @sebastianosewolf2367 หลายเดือนก่อน

    and what target do I choose on the shrink-wrap ?

  • @BraanFlakes08
    @BraanFlakes08 8 หลายเดือนก่อน

    If you turn on cycles you can bake the multi res texture in to the low poly model no?

  • @CyberSex
    @CyberSex 2 ปีที่แล้ว +6

    Would like to see a longer 1 hour video or multi part series of you explaining this slower and more of a walk through tutorial.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +4

      I did a retopology stream on my Live Channel a while ago. It's called "Blender Retopology - The Technique For PERFECT Topology" It only covers the first part of this video, but maybe it's helpful to you :)

  • @garrytalaroc
    @garrytalaroc 2 ปีที่แล้ว

    how did you make your face appear pink in the viewport? that's really useful to not get flipped normals.

  • @erispe
    @erispe ปีที่แล้ว

    When moving components with the "Snap to face" mode enabled, what you want it to do (be it faces, verts or edges), the points in the selection should snap to the face surface.
    But it snaps the center of the face, or the center of the edge to the faces, leaving the points floating inside or outside the model, and you got to swith to point mode and jiggle them all into position. Not a nice workflow at all, or did I miss something? In Maya for example, you move an edge and the points will follow the surface.
    I also found that I got allot of double transformations, like I move the edge but it was flying around violently all over the place instead of finding the model under the mouse cursor. I couldn't figure out what was causing that so I gave up on Blender for this task.

    • @Noggi_3D
      @Noggi_3D  ปีที่แล้ว +2

      You can change the snapping method in the snapping settings. I'd guess it was set to "Snap to Center" instead of "Closest".
      In most cases my settings are:
      Snap to -> Face Project
      Snap with -> Closest
      Target Selection -> Active, Edited, Non-Edited
      Project Individual Elements ✅
      Affect -> Move, Rotate, Scale
      Hope this helps. :)

  • @LycheeFruitsLich
    @LycheeFruitsLich ปีที่แล้ว

    Thanks a lot!!) It was really helpful!

  • @UjangBoyor
    @UjangBoyor 2 ปีที่แล้ว

    as a person who dont want (and unable to) spend $100-3999 over 3d software/addons this really helpful. thanks^^

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Yeah, the costs can stack up pretty rapidly. :D

  • @LeanPrints
    @LeanPrints 2 ปีที่แล้ว

    Sick work! I loved the way you explained everything. So precise! I bet you put a lot of work into scripting the video and of course the work itself! Sorry man, but I really appreciate the sheer flow in this!

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Thank you! :D

  • @louxie6367
    @louxie6367 2 ปีที่แล้ว

    This was insanely helpful! Thank you so much :D

  • @forkplustoaster9603
    @forkplustoaster9603 5 หลายเดือนก่อน

    Is there a way to ensure that all of the faces are still planar? Or does this not really matter.

  • @Lase211
    @Lase211 2 ปีที่แล้ว

    Thank you so much for this video. You have no idea how much it has helped me

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      My pleasure. :)

  • @jimboswackyantics5545
    @jimboswackyantics5545 11 หลายเดือนก่อน

    I have a question for 5:47 which model would I use for animating???

  • @nidgithm
    @nidgithm ปีที่แล้ว

    this is why i just dont sculpt and just immediately go in vertex by vertex, following topology rules from the start, retopologizing sounds like a nightmare haha

  • @stridelocker7973
    @stridelocker7973 9 หลายเดือนก่อน

    Where can I find the full body model you used

  • @phantomarchive
    @phantomarchive 2 ปีที่แล้ว

    Thanks!

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      No thank you! :D

  • @AlirezaMomeninia
    @AlirezaMomeninia หลายเดือนก่อน

    When I use shrinkwrape and copy your settings some parts stick to each others... what should I do about it?

  • @Akomarongg
    @Akomarongg 10 หลายเดือนก่อน

    im still stuck on getting the plane to snap all verts to the surface of the target mesh :(
    it never works

  • @VaegaDiscord
    @VaegaDiscord 2 หลายเดือนก่อน

    at 5:21, how did you make the retopo model grayed out and transparent while leaving the hig res model at full opacity?

  • @jerze6000
    @jerze6000 11 หลายเดือนก่อน

    what if I want to make this animation ready would this help?

  • @abhilashsethumadhavan781
    @abhilashsethumadhavan781 ปีที่แล้ว

    Broo 🔥 this one helped a lot❣️

  • @vivvygipe9605
    @vivvygipe9605 2 ปีที่แล้ว

    Broooo thank you so much for this! So succint but informative at the same time!

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Happy to hear that. :)

  • @edenhazard2621
    @edenhazard2621 5 หลายเดือนก่อน

    So we dont gave to use normala maps for details?

  • @vector2680
    @vector2680 ปีที่แล้ว

    unfortunately the link for human retopo reffs doesnt work for me, could you reshare it?
    btw awesome video!

  • @thegamingherosavethegaming8930
    @thegamingherosavethegaming8930 2 ปีที่แล้ว

    The video was amazing , I just understand why we duplicated the retope model ? The one we you reshaped it , why you didn’t use the one we retoped ? Which version should you use ? The duplicated one ?

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      If you duplicate it, you have a backup if something goes wrong.
      But you can also, instead of the subdivision modifier, use a multiresolution modifier. Then you increase the subdivision levels in the multires modifier and apply the shrinkwrap modifier.
      This way you don't have to transfer the shape of the subdivided model to the multires model.

  •  3 ปีที่แล้ว

    Thank you very much for the video, I may start sculpting now!

    • @Noggi_3D
      @Noggi_3D  3 ปีที่แล้ว +1

      You should try it at least once. It's my favorite 3D modeling technique. :)

  • @titaniumursa
    @titaniumursa 2 ปีที่แล้ว +2

    I must've done something wrong. When I go to Reshape, it keeps saying "Object does not have the same number of vertices."
    Edit: Nevermind. I just duplicated the model after with the 2 modifiers, deleted the modifiers on the duplicate, and replaced them with the Multires modifier before applying on the original and reshaping.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Yup, that's how I do it too.

  • @xnnocence
    @xnnocence ปีที่แล้ว

    when i add a plane and start moving it along the mesh it just sinks under the mesh and i cant see the face anymore, on the video for you they just stay on the surface and you can see them and click them why do my faces just sink in 2:09

  • @ЖмыхАирлейнс-о8м
    @ЖмыхАирлейнс-о8м ปีที่แล้ว

    Many thanks dude, saved my poor head

  • @jawadoumar
    @jawadoumar 2 ปีที่แล้ว

    I always use normals, had no idea about the reshape with multires. Haha... Thanks.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      It's really useful, not just for retopology. :)

    • @jawadoumar
      @jawadoumar 2 ปีที่แล้ว

      @@Noggi_3D can you suggest me any good paid online course about geometry nodes in blender 3.1.2? I learned geometry nodes from youtube but the latest update changed it all and now I am back to zero. Or maybe you start a playlist on it. hehe...

  • @maximumdinosaur
    @maximumdinosaur ปีที่แล้ว +1

    Is anyone else having issues with the last part? It won't let me reshape

  • @buda3d2007
    @buda3d2007 2 ปีที่แล้ว

    you got a new subscriber, if you could do rigify in this way and also highlight the regular pitfalls to avoid that would be awesome.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      Unfortunately, I don't use the advanced Rigify rig. I just use the basic one before you convert it. So I don't have a lot of experience with it. :D

  • @cat_4664
    @cat_4664 2 ปีที่แล้ว

    The last step (shrink wrapping the retopo modelled onto the high-res model) was a very nifty trick! Just wanted to know can't you achieve similar results by baking the high-res on the recently retopo'd model? Or is there a specific reason why that as opted instead of the conventional normals?

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      Baking the high rez model onto the low rez model requires you to transfer the shape of the high rez model to the low rez model, so that the multires modifier can store the displacement in a map. Shrinkwrapping is the best way that I know to do that. But you can skip the "reshape" step at the end and apply the shrinkwrap modifier to the multires model. :)

  • @Solusarian
    @Solusarian 2 ปีที่แล้ว

    Props for outlining the methods for making a topology - reusing an existing good topology wasn't even mentioned by any other tutorial I watched so far.
    Also, nobody so far mentioned the vertices snapping to faces feature that makes the manual retopo flow make much more sense.
    However, I have to downvote for the silence behind and inclusion of the mystery topology diagrams that keep appearing whenever I look up topology. Nobody explains them, nobody says why they are the only way to connect different amounts of faces together, and they don't make sense to someone who wants to make a usable model out of a sculpt without going through the math and theory of "good topology".

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      With diagrams, do you mean the images showing how you can reroute edge flow?
      You don't need to do math, to do retopology.
      The best way to learn what good topology looks like is by retopologizing yourself with some reference images.
      Good luck. :)

    • @Solusarian
      @Solusarian 2 ปีที่แล้ว

      @@Noggi_3D These diagrams keep showing up in videos without any comment. This was the first time it was mentioned that they can be used for edge flow routing, but then how does it play into the divide and conquer strategy?

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      @@Solusarian For some areas of the body (e.g. top of the head), you can't just create straight edge flows. In these cases, you would use these techniques to keep the geometry as even as possible.
      It's hard to explain. You'll run into it when you reteopologize yourself, and then it will make sense.

    • @Solusarian
      @Solusarian 2 ปีที่แล้ว

      @@Noggi_3D After bashing my head against it, and trying to mesh the edge flows together manually, I can finally admit it that it makes more sense. Especially the divide and conquer part, and having the loops start and end with triangles part.
      I decided to invest in the QuadRemesher plugin, but it still needs some knowledge and coercing to generate good edge flows where needed.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      @@Solusarian Nice to hear (or read) that. Retopology is just something you have to do to understand it fully. 👍

  • @blendercamp4094
    @blendercamp4094 2 ปีที่แล้ว

    Can you add stuff on the object after you have Retopologiezed, like hair and other details or should I add that beforehand?

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      I recommend doing it afterwards. :)

  • @gabbls_
    @gabbls_ 2 ปีที่แล้ว

    Thank you so much omfg I needed this.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      I'm happy it was helpful to you. :)

    • @gabbls_
      @gabbls_ 2 ปีที่แล้ว

      @@Noggi_3D yeah, I had this model that has a ton of faces and complicated shapes. I ignored that, but I needed to make a new UV Map and that was just down right impossible until I found this video. Thanks again!

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      @@gabbls_ Sometimes I just use "Smart UV Project" to create a crappy uv map on unretopologized models, but doing retopology beforehand is definitely better.

  • @nanineko7378
    @nanineko7378 9 หลายเดือนก่อน

    how do u color the planes (like how is urs pink)

  • @jhonysteak5512
    @jhonysteak5512 ปีที่แล้ว

    I'm looking for a good tutorial on retopology, not one that lasts 6 minutes and speeds it up, I even found one of 56s... if you have any ideas, I'm interested, I've searched a lot but I can't find anything conclusive.

  • @kisalperera2419
    @kisalperera2419 ปีที่แล้ว

    can you use this model for texturing as well? in the process wouldn't you have to first apply the multires modifier?

  • @deviljam4
    @deviljam4 ปีที่แล้ว

    What is that music? I know it, but I don't remember from where. It's driving me nuts

  • @esochibuike8477
    @esochibuike8477 2 ปีที่แล้ว

    Hello! I have a bear sculpt I did and I can't comb my fur (hair particle system) without it freezing for six seconds. Do I have to retopologise as it's a detailed sculpt? Thanks

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      I don't think the surface density affects the particle performance that much. (I could be wrong) Maybe reducing the amount of children while combing or reducing the strand steps in the viewport might help. :)

  • @abhisek3735
    @abhisek3735 2 ปีที่แล้ว

    thanks

  • @sebastienbru6353
    @sebastienbru6353 ปีที่แล้ว

    how do you have the face with a offset to be aboard te body without directly touch it ?

    • @Noggi_3D
      @Noggi_3D  ปีที่แล้ว

      I enabled "In Front" in the Object Properties -> Viewport Display Settings of the retopo mesh. :)

  • @estherrobertsson2966
    @estherrobertsson2966 2 ปีที่แล้ว +1

    2:18, how you do that

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      I extrude the edge with snapping enabled. :)

  • @codecakeee
    @codecakeee 2 ปีที่แล้ว

    Great video

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Thanks! :)

  • @mugenanimations2343
    @mugenanimations2343 2 ปีที่แล้ว

    SO for some reason I can't install the quad remesher addon. I get no error message and blender even says its installed but when I search for it, its no where to be found. Any advice??

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      I've never used the Quad Remesher addon, sorry.

  • @blenderdefaultcube
    @blenderdefaultcube 2 ปีที่แล้ว

    awesome..

  • @feeleap5545
    @feeleap5545 2 ปีที่แล้ว

    When i click "with automatic weights" my blender crashes :( do u think retopology will help me add rig ? or maybe there is something i have to do with mesh before adding rig? i did exactly like u showed

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Yes. Retopology will help a lot with rigging. :)

  • @OrangeDragon04
    @OrangeDragon04 2 ปีที่แล้ว

    I'm stuck at the first step. The snapping tool randomizes the rotation, direction and scale instead of adjusting it.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Weird. Do you have random proportional editing enabled? :D

    • @OrangeDragon04
      @OrangeDragon04 2 ปีที่แล้ว

      @@Noggi_3D The hell is random proportional editing?

  • @Youshisu
    @Youshisu 7 หลายเดือนก่อน

    Damn, thats good vid

  • @aegisgfx
    @aegisgfx 3 ปีที่แล้ว +1

    Good gawd man just use speed retopo with bsurface, it's a thousand times faster

    • @Noggi_3D
      @Noggi_3D  3 ปีที่แล้ว +1

      Depends on what you need. Sometimes Topology needs to be clearly laid out.

  • @mixhub7248
    @mixhub7248 2 ปีที่แล้ว

    This video helped me alot. But i have 1 question how do i export the repologized model with low poly but higher details. Because when i export or apply the multires the topology goes back to the mess again

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      I assume with "mess" you mean high density. To have a low resolution model, but keep the finer details, you can bake the multiresolution displacement into a texture.
      If you want to have the details be part of the model, I guess the best way to go would be to find the multiresolution level that is the best mix between low density and high detail and apply that level of the modifier.

  • @janvollgod7221
    @janvollgod7221 2 ปีที่แล้ว

    in 3.0 you can bake with cycles from multires. I will never understand why blender don't go with the industry standard, with sublevels, which can be imported and exported with FBX natively.

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Let's hope they will add that at some point. :)

  • @RahzZalinto
    @RahzZalinto 2 ปีที่แล้ว

    I'm kinda old and out of the loop (went to school for this stuff in like 2004 - then joined the Army lol) but why don't people just start with a low poly version, subdivide, then sculpt? Wouldn't that alleviate the need to retopologize? (EDIT: I'm here because youtube recommended the video and I've been dabbling in blender a bit recently - grew up with 3ds Max and Maya - most of my experience is from being a child through college years - so I dunno whats going on anymore)

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +2

      That's what you do when you already have a low poly model. Retopology is basically the process of creating that low poly model. :)

  • @tistalagosta3449
    @tistalagosta3449 2 ปีที่แล้ว

    man blender is so hard i still have alot to learn and even i didn't decide what to go for yet, i think i'm going for commercial stuff but i need to learn many things i guess things like animation 3d modeling.... i think i'm going to learn photoshop for now 😂💔

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      I started with digital painting in Photoshop, before I learned Blender. It's a good way to start. :)

  • @sainterasmus4545
    @sainterasmus4545 ปีที่แล้ว

    What's your opinion on using Quad Remesher (Exoside) for videogame characters?
    Absolutely awesome video btw.
    Kind regards :)

    • @Noggi_3D
      @Noggi_3D  ปีที่แล้ว +1

      Thanks! I think you can use it for meshes that aren't the focus of the scene. Stuff like rocks, walls and props in general. Once the mesh is supposed to deform in a certain way I would retopo manually. :)

  • @lixydead3665
    @lixydead3665 2 ปีที่แล้ว

    may i ask if retopologize the model can be made for better model like i made the less poly model then i made the detailed model as an image that be lashed on the low poly model so that the low poly model has the high detailed (5 million poly) working in a game .. hope you answer my question soon and thank you

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว +1

      Yes, you can "bake" the high detail mesh, and apply it to the low res model. Multiresolution baking might be what you're looking for. :)

    • @lixydead3665
      @lixydead3665 2 ปีที่แล้ว

      @@Noggi_3D thank you very much

  • @sol_mental
    @sol_mental 2 ปีที่แล้ว

    With all the tech we have today, I honestly thinking retopping by hand is a hyuge waste of time, even tho it is yet the best sure way of doing it :p

    • @Noggi_3D
      @Noggi_3D  2 ปีที่แล้ว

      Yeah, to be 100% safe, you still need to do it yourself. Fortunately there are some tools to speed up the process. :)