I adore sculpting, I do it everyday. But if vertex painting didn’t exist none of my models would have been painted haha. Retopo just goes against the grain of my creative force. Heres to changing that! Thanks Grant!
Great video, thanks! I have to say since I heard you mention the anatomy for sculptors books in one of your courses and I bought them, I rarely ever use anything different for reference than that books. They are a great addition in case anyone is interested
It's funny you mentioned the flow of shoulder topology, that's the very specific thing I am trying to improve at the moment. Chest and back muscles are not so bad but I am struggling a little with the armpit and shoulder region.
I think if you're doing a hard surface model. You really don't need all quads. If it's got organic and curved shapes, use quads there. A robot with organic joints? Quads at the joints, hardsurface ngons where the topology doesn't matter since it won't bend or warp. It would save you lots of time
When i got back into 3D it took me roughly 6 months to make my first model just tons and tons of iterating but after i had finished it , the next model i did took me a week and it was technically a bigger project so its all just experience and practic,e might feel like it takes ages at first but after time and practice youll be banging out things in a couple of days as opposed to weeks
Reference is key, as is knowing the proper steps and stages. I'd highly recommend learning how to blend your hardsurface and sculpting skills together, because you want to make a gun that looks comfortable to hold.
I actually have a complex with retopology that even tho I wanna learn low poly modeling, I keep avoid at all costs to use tris because the first videos that I saw about modeling said to avoid it. Its great you're covering low poly and explaining that is ok to use tris lmao
My understanding (an i am very much NOT an expert) is film/cinema uses quads as standard, whereas games convert everything to tri's: though since any quad can be converted to a tri, i guess it doesn't matter so much what you use.
I still wonder why no one made more complex hard surface retopo video/tutorial, most of them, just like with rigging, end with basic objects(boxes, chairs), but still no one make video on WAY more complex meshes that have lots of weird angles, holes, and bumps in the middle, and I for example, had to learn that hard way by trying it over and over again, and to this day, Im slowly remaking my old models on sketchfab/cgtrader because they are made badly and I seriously cringe a bit when I open them and see stuff like 32 side cylinder in tinny place that you dont see at all... Also I would LOVE to see tutorial on hard surface hi-res baking and retopology, like what is good to put on hi-res bake to make on normal map and what should be made on model. I still catch my self adding details to mesh that could be put on normal map, and making details on hi-res mesh that should be on low-poly model... annoying... -_-
About topology I guess a good video is "Master Car Creation in Blender", because cars are usually very very topology depended in context of shading and shading is crucial when baking. Also a guy in comment section has recomended a book "The Pushing Points Topology Workbook" by William Vaughan , may be it also will be helpful. To bake or not to bake, that is the question. As far as i know, when u decide what to create with geometry and what to bake on normal map, well... it depends. Like really DEPENDS on what type of model is it, how close player will look at it, what are restriction on model/scene/project and etc. but the very basic thing is - everything that is not creating a silhouette can be baked. Like, does little scratches create a silhouette of a gun? Nah-ah, so bake them. Does a fire mode selector do it? Well, here comes that DEPENDS thing - if we speak about AAA game like BF, where player look at the gun like most of the time and this selector is even functional then answer is yes and you go with geometry but if it is a third person shooter or even RTS or low poly game and you need only to create an illusion of this selector - you bake it. Does that cross on a gas can creates a silhouette? No way, so it usually is baked on a gas can model. So the good practice is to go to sketchfab as Grant said and look look look at other ppls models. You also want to look closely to game models in actual games of different genres and types and you will also learn a lot from them because at closer look a guy who is into 3D will surely see where detailes are baked. I guess you can also "cheat" a liitle by trying to apply to some kind of job as 3D artist so you get test task with detailed requirments of a model so you will have to think around them and try to go eco with polygons and you will see what can be baked or you can participate in different type of challenges for 3D artists which also have those requirements but I can't really tell you where to find those I only know that they exist :( Sure thing a may be wrong on some points as I'm very far from being an expert but I've decided to share my thoughts on that topic. May be someone will correct me if I'm wrong.
Hi, Grant! Could you make a video about Dyntopo vs Remesh vs Multires in sculpting. You mentioned earlier that you prefer remesh but didn't elaborate on the subject. Would be good to know your opinion.
That would be so useful! I think he made a video Dyntopo vs Remesh video years ago. But since blender has been updated so many times and Multires is a thing now it would be so cool to have this kind of video.
If you are really serious about topology try rigging. I say this because once you try to rig a poorly topologozied model you realize how hard it would be for your rig artist in a professional pipeline. I was taught to always think of the rigger and even the animator while making my topology.
Does to matter to use triangles in areas where its almost impossible not too? Ive been told to NEVER use em, but i see tons of people use em...especally for non animated objects
I would love to learn good topology, but having ADHD and dyslexia makes learning very difficult, I been struggling to learn modelling and animation for the past 8 years , and get demotivated when people make more progress is much less amounts of time.... May be one day I become better.
Grant Thank you so much for bringing us these great tutorials, I have a question for you, in the final render you did, the reflections on the sword are a little shaky, this is something that also happens in my renders with reflective things, there is any way to eliminate this tremor?
Hi Grant as usual amazing videos and very useful information, you should have millions of subscribers, but unfortunately not all people like to learn new things, many prefer just to watch tik tok.😢
So is retopology not applicable to modelling for 3D printing? (Or at least not high on the list) I’ve not really found an answer on that. Don’t get me wrong I’m still interested in learning it but I’m thinking about where to focus my learning for things specifically for 3D printing and not bogging myself down too much too soon
another video for 2.8 i could of used but i made my object in 4.0 and cant go back to follow along :( would help for future projects but not for fixin gthe issues im having now :( my car subject would be perfect asset for a new series highlighting this topic in 4.0 if you're up for it? :p
I have question that I can't seem to figure out. When you sculpt, you get thousands of tiny triangles right (Dynamesh)? Then if you remesh to get even squares, you lose detail don't you? How do you maintain detail when you try to remesh with perfect square lines?
Hi Grant, Two or three videos of yours regarding topology, really helpful. I'm not into gaming characters with full motion, I'm doing a cartoon strip series, in other words no motion but just pose (animate) and capture. so it's looking like I don't need to know the full in’s and out’s of retopology. But I want them to look good. My skill level is that I've made a low poly human from a primitive, I won't take this any further it was just to get into Blender. I think I'll ‘buy in’ 3D models to suit my purpose and edit them, I've spent quite a time studying CG Trader etc. some are very good for just £10. What do you think ?.
You don't even know what ur talking about lol. The giant stone golem using Nanite was using static meshes for most of it's model with a joint oriented skeleton under it all. Triangle count will absolutely still matter when it comes to ANYTHING that needs deformation.
@@grabbitt thank u so much sir. I have another question. Can I make a model in rhino 3d and import it as .obj in blender and sculpt it. For example, I make a curved model as rhino is good in making 2d curves,but not so good in filleting. So import to blender and sculpt it to make the corners smooth. Is this possible???
Hey guys! In Blender, did anyone experience the same problem like when you Append or Link a character model in to your project, after that can't get a render even if you are using Evee engine, no Ambient Occlusion, No Bloom even no Screen Space Reflections. I also tryed to get render and viewport settings down to 16 but the Blender crash and close all the time. I also tryed to get down all the settings on my character model before I append it to my project. That would be so great if anyone had same problem and solved it. Also I am open any kind of suggestions to try. Thank you so much for whos try to help. I use Blender 2.9. My Laptop Configurations Dell GeForge GTX 960M Intel Core i7-6700HQ CPU @ 2.60 GHz 16.00 RAM 3840 x 2160, 60Hz Resolution
What do you think about the problem I couldn't solve Grant Abbitt, if you suggest me some advices or videos to watch about the problem I would do that. Everybodies opinion are so valueable but if you write something that would be cool.
@@SonictheHedgehogInRealLife there are smooth brushes that help you to bring the squares to the optimal "squareness", in maya it is done by shift and in 3d coat as well, u just take your brush and hold shift to smooth the topology
@@SonictheHedgehogInRealLife about blender I'm not sure, but I'm pretty sure that should be this kind of way as well, check in google "smooth topology blender" or "relax topology in blender", I assume it should help you
Im sorry Grant, im going to have to Unsubscribe from your channel, i cant forgive that you dont use Dark theme on TH-cam, im not angry, just really disappointed.
Using triangles is lazy, poor form and is essentially taking a shortcut. In the example you showed with the knees, if they had just continued the loop they would have ended up with all quads, 4 less polygons and no difference to the silhouette. You can always make it work with quads, unless you have a serious time constraint don't use triangles, it just makes things harder later and if you do find yourself in a situation where every polygon matters then triangulate the entire mesh, that gives you complete control and saves the engine doing it on the fly, otherwise just don't.
1:10 That Styracosaurus Model is the CUTEST THING I EVER SAW TODAY :D
I adore sculpting, I do it everyday. But if vertex painting didn’t exist none of my models would have been painted haha. Retopo just goes against the grain of my creative force. Heres to changing that! Thanks Grant!
Thank you for teaching Modeling, Digital Sculpting and all other subjects. You are a very important person to the Blender community
Great video, thanks! I have to say since I heard you mention the anatomy for sculptors books in one of your courses and I bought them, I rarely ever use anything different for reference than that books. They are a great addition in case anyone is interested
i literally create blender veteran level models yet after seeing this video im gonna restart my modelling career from scratch LOL
I see you a lot around blender stuff 😂
It's funny you mentioned the flow of shoulder topology, that's the very specific thing I am trying to improve at the moment. Chest and back muscles are not so bad but I am struggling a little with the armpit and shoulder region.
how is it going bro
by far the best blender channel on youtube
You rock! Keep killing it!
The Poles thing really was a lightbulb for me. Thank you
100500 hours of modeling 🤗
1 minute of retopology 😩
I actually love retopo and hate modelling, it's so fucking hard to start from scratch 😭😭😭
@@O.Generico what is the best way to retopology?
I think if you're doing a hard surface model. You really don't need all quads. If it's got organic and curved shapes, use quads there. A robot with organic joints? Quads at the joints, hardsurface ngons where the topology doesn't matter since it won't bend or warp. It would save you lots of time
I used to make 20% of all you teach but my computer gave up on me.
Soon I dream to keep repeating your classes good sir.
man seeing people make such good characters and models is really discouraging when i cant even make a good original gun concept in a week
When i got back into 3D it took me roughly 6 months to make my first model just tons and tons of iterating but after i had finished it , the next model i did took me a week and it was technically a bigger project so its all just experience and practic,e might feel like it takes ages at first but after time and practice youll be banging out things in a couple of days as opposed to weeks
Reference is key, as is knowing the proper steps and stages. I'd highly recommend learning how to blend your hardsurface and sculpting skills together, because you want to make a gun that looks comfortable to hold.
u gotta start slow and somewhere.. we all do. don't let it discourage you
Look, when you were born you never knew how to write a TH-cam comment, now look at you!
I actually have a complex with retopology that even tho I wanna learn low poly modeling, I keep avoid at all costs to use tris because the first videos that I saw about modeling said to avoid it. Its great you're covering low poly and explaining that is ok to use tris lmao
My understanding (an i am very much NOT an expert) is film/cinema uses quads as standard, whereas games convert everything to tri's: though since any quad can be converted to a tri, i guess it doesn't matter so much what you use.
You are one of the best blender artists on youtube. Thank you for the usefull Videos.
Thank you! I don't really have an interest in sculpting so this would be a great help!
I still wonder why no one made more complex hard surface retopo video/tutorial, most of them, just like with rigging, end with basic objects(boxes, chairs), but still no one make video on WAY more complex meshes that have lots of weird angles, holes, and bumps in the middle, and I for example, had to learn that hard way by trying it over and over again, and to this day, Im slowly remaking my old models on sketchfab/cgtrader because they are made badly and I seriously cringe a bit when I open them and see stuff like 32 side cylinder in tinny place that you dont see at all...
Also I would LOVE to see tutorial on hard surface hi-res baking and retopology, like what is good to put on hi-res bake to make on normal map and what should be made on model. I still catch my self adding details to mesh that could be put on normal map, and making details on hi-res mesh that should be on low-poly model... annoying... -_-
About topology I guess a good video is "Master Car Creation in Blender", because cars are usually very very topology depended in context of shading and shading is crucial when baking. Also a guy in comment section has recomended a book "The Pushing Points Topology Workbook" by William Vaughan , may be it also will be helpful.
To bake or not to bake, that is the question.
As far as i know, when u decide what to create with geometry and what to bake on normal map, well... it depends. Like really DEPENDS on what type of model is it, how close player will look at it, what are restriction on model/scene/project and etc. but the very basic thing is - everything that is not creating a
silhouette can be baked. Like, does little scratches create a silhouette of a gun? Nah-ah, so bake them. Does a fire mode selector do it? Well, here comes that DEPENDS thing - if we speak about AAA game like BF, where player look at the gun like most of the time and this selector is even functional then answer is yes and you go with geometry but if it is a third person shooter or even RTS or low poly game and you need only to create an illusion of this selector - you bake it. Does that cross on a gas can creates a silhouette? No way, so it usually is baked on a gas can model.
So the good practice is to go to sketchfab as Grant said and look look look at other ppls models. You also want to look closely to game models in actual games of different genres and types and you will also learn a lot from them because at closer look a guy who is into 3D will surely see where detailes are baked.
I guess you can also "cheat" a liitle by trying to apply to some kind of job as 3D artist so you get test task with detailed requirments of a model so you will have to think around them and try to go eco with polygons and you will see what can be baked or you can participate in different type of challenges for 3D artists which also have those requirements but I can't really tell you where to find those I only know that they exist :(
Sure thing a may be wrong on some points as I'm very far from being an expert but I've decided to share my thoughts on that topic. May be someone will correct me if I'm wrong.
the most helpful retopo video of youtube!
What a legend!!! Love him!
Hi, Grant! Could you make a video about Dyntopo vs Remesh vs Multires in sculpting. You mentioned earlier that you prefer remesh but didn't elaborate on the subject. Would be good to know your opinion.
That would be so useful! I think he made a video Dyntopo vs Remesh video years ago. But since blender has been updated so many times and Multires is a thing now it would be so cool to have this kind of video.
Dyntopo adds more quads over time which can slow down your computer in time
Thanks Grant-sensei! :)
How do i learn the best way to add crease so i donte get pressured uv maps?
If you are really serious about topology try rigging. I say this because once you try to rig a poorly topologozied model you realize how hard it would be for your rig artist in a professional pipeline.
I was taught to always think of the rigger and even the animator while making my topology.
Does to matter to use triangles in areas where its almost impossible not too? Ive been told to NEVER use em, but i see tons of people use em...especally for non animated objects
It's not as big a deal as some might suggest
I would love to learn good topology, but having ADHD and dyslexia makes learning very difficult, I been struggling to learn modelling and animation for the past 8 years , and get demotivated when people make more progress is much less amounts of time.... May be one day I become better.
Dont Give Up Bro we can Do it
Grant Thank you so much for bringing us these great tutorials, I have a question for you, in the final render you did, the reflections on the sword are a little shaky, this is something that also happens in my renders with reflective things, there is any way to eliminate this tremor?
I think it's down to the denoiser and blender are working on solutions to this
Amazing tutorial. Please also make a tutorial on rigging.
Great video!
Really helpful. Thank you.
Another top notch video!
This helps a lot, thx very much!
Thank you sir ❤️ great information 😊
Excellent video! Love your accent!
Like always you still the greatest teacher ever ❤💓
hoping to learn to make a nice model... I have kinda problem making my character because i made a robe that splits in half.
Thanks for sharing
Thanks for putting this together. I'm learning a bunch from your videos
2:00 That looks amazing! So World of Warcraft uses this method too I'm guessing?
Yes
Hi Grant as usual amazing videos and very useful information, you should have millions of subscribers, but unfortunately not all people like to learn new things, many prefer just to watch tik tok.😢
You are the best!
I uselly don't miss any video from your great channel but, i wondering if you ever made one for modeling cloth with blender ?
Not yet
here is your like, good man! 👍 and watched full ads for support.
Thanks
So is retopology not applicable to modelling for 3D printing? (Or at least not high on the list) I’ve not really found an answer on that. Don’t get me wrong I’m still interested in learning it but I’m thinking about where to focus my learning for things specifically for 3D printing and not bogging myself down too much too soon
Makes sense. You can generally just decimate in that case
one does not simply learn topology...
One must BECOME TOPOLOGY
sir to make a husk bundle like the bundles that present in villages fields
What video is the one in timestamp 3:33? I would like the find that one.
*Gabbitt da Boss* 😎💯
4:05 illuminate confirmed
another video for 2.8 i could of used but i made my object in 4.0 and cant go back to follow along :( would help for future projects but not for fixin gthe issues im having now :(
my car subject would be perfect asset for a new series highlighting this topic in 4.0 if you're up for it? :p
I'll look into it
I have question that I can't seem to figure out. When you sculpt, you get thousands of tiny triangles right (Dynamesh)? Then if you remesh to get even squares, you lose detail don't you? How do you maintain detail when you try to remesh with perfect square lines?
you have to have a higher resolution
doesnt put polycount wiki link in the description 😐
It's fairly easy to find but surprised I forgot
NICE CONTENT✌
👍👍
low poly is like a pixel art young brother
Thanks. How do you intentionally create a 5 pole for a change in direction?
Maybe I'll do another video on that
@@grabbitt thanks, I do it by accident but when watching Dikko tutorials he extrudes in a particular way - and I never quite understand what he did
hello sir,
could you make a chibi character from scratch, if possible and have the time to do so that is
please
Thank you
Thanks for your tutorials
Hi Grant, Two or three videos of yours regarding topology, really helpful. I'm not into gaming characters with full motion, I'm doing a cartoon strip series, in other words no motion but just pose (animate) and capture. so it's looking like I don't need to know the full in’s and out’s of retopology. But I want them to look good. My skill level is that I've made a low poly human from a primitive, I won't take this any further it was just to get into Blender. I think I'll ‘buy in’ 3D models to suit my purpose and edit them, I've spent quite a time studying CG Trader etc. some are very good for just £10. What do you think ?.
Sounds a good plan to me
Hello grant, how to animate the scale of the object which is beveled without affecting bevel
i thought the bevel goes with it
@@grabbitt can't do anything?
Now I realize that all of my models are wayyyy to high on topology. Holy shit I'm bad xd
Now Nanite in unreal engine is a thing. I can't wait what modelers are gonna create when the triangle count doesnt matter anymore.
No more wasting time creating LOD models, just create your model once with all the detail and poly counts you need and your done...
Nanite only supports static meshes atm. Also memory is a thing
You don't even know what ur talking about lol.
The giant stone golem using Nanite was using static meshes for most of it's model with a joint oriented skeleton under it all.
Triangle count will absolutely still matter when it comes to ANYTHING that needs deformation.
@@ZigealFaust reminding that ue5 isn't out and they're improving on the points of memory, deforming, thin objects like leaves and etc.
Do you recommend quad remesher?
Yes see my video on the playlist about addons
hello, thanks for all of the info, if you let me I can recomend a very good resource to help people with this kind of things
well I recomend William Vaughan The Pushing Points Topology Workbook VOL 1 and 2 those are very good books on this topics, verey useful
so does ngon are okey.?
see my video on ngons tris and quads
link in description, look description, no link in description :c
Sorry not sure what happened there. What link were you looking for
Watch full ads for the support 💖
Thanks
I have a question. Is a good topology necessary for 3d printing
No
@@grabbitt thank u so much sir. I have another question. Can I make a model in rhino 3d and import it as .obj in blender and sculpt it. For example, I make a curved model as rhino is good in making 2d curves,but not so good in filleting. So import to blender and sculpt it to make the corners smooth. Is this possible???
So why do game engines use triangles over quads?
Every render engine does. See my video on tris quads and n gons
Ngl…. I would be the kinda guy who would model the indents of the abs :S
👌
So retopology nessasary after we do this?!!
Not sure what you mean
Pretty gd'ret
Hi can you make a Q and A video
Now you at 300 k subs do you make enough money to support yourself !?
I'll put that on the list
people often choose voluptuous female bodies for their topology study videos
misión completada :v
Hey guys! In Blender, did anyone experience the same problem like when you Append or Link a character model in to your project, after that can't get a render even if you are using Evee engine, no Ambient Occlusion, No Bloom even no Screen Space Reflections. I also tryed to get render and viewport settings down to 16 but the Blender crash and close all the time. I also tryed to get down all the settings on my character model before I append it to my project. That would be so great if anyone had same problem and solved it. Also I am open any kind of suggestions to try. Thank you so much for whos try to help. I use Blender 2.9.
My Laptop Configurations
Dell
GeForge GTX 960M
Intel Core i7-6700HQ CPU @ 2.60 GHz
16.00 RAM
3840 x 2160, 60Hz Resolution
Have you tried to switch to another version of Blender like 2.91 or an older version?
@@jinouga1202 thank you I will try that
What do you think about the problem I couldn't solve Grant Abbitt, if you suggest me some advices or videos to watch about the problem I would do that. Everybodies opinion are so valueable but if you write something that would be cool.
This is gonna be tiring but oh well.. 😭
How can i make the faces even nobody will tell me
press f to fill
@@grabbitt no i mean the spacing of the topology how each square face is almost an equal even size how do people make it perfectly even as possible?
@@SonictheHedgehogInRealLife there are smooth brushes that help you to bring the squares to the optimal "squareness", in maya it is done by shift and in 3d coat as well, u just take your brush and hold shift to smooth the topology
@@albertpxl what about in blender you know?
@@SonictheHedgehogInRealLife about blender I'm not sure, but I'm pretty sure that should be this kind of way as well, check in google "smooth topology blender" or "relax topology in blender", I assume it should help you
why i watched all still dont know how to make it 😭
It's called a ceo
Light mode hurts my eyes
After so many years of being confused and intimidated by tNice tutorials software I finally understand how to use it. I never thought the day would
how to learn: just look other models
And practice yes
Video disclaimer: How to learn topology - learn it!!! Save you 7 min, don't thank.
E
I really Dont understand anything😂
4th to comment nothing new
I don't know what's going on but the Tiger chick is hot
I fuckin _HATE_ retopology!
Im sorry Grant, im going to have to Unsubscribe from your channel, i cant forgive that you dont use Dark theme on TH-cam, im not angry, just really disappointed.
Using triangles is lazy, poor form and is essentially taking a shortcut. In the example you showed with the knees, if they had just continued the loop they would have ended up with all quads, 4 less polygons and no difference to the silhouette. You can always make it work with quads, unless you have a serious time constraint don't use triangles, it just makes things harder later and if you do find yourself in a situation where every polygon matters then triangulate the entire mesh, that gives you complete control and saves the engine doing it on the fly, otherwise just don't.
But in mobile games you need to reduce the topology as much as possible so triangles are good