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A new approach to Retopology 

Blender
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Not only Artists, but also add-on developers somehow forgot about one important aspect of retopology. Let's analyze what we do and try to think about it a bit differently this time.
Let's check it together!
"A new approach to Retopology" by Vilem Duha --
Learn more about Blender Conference 2023 at conference.blender.org/2023/
#BCON23 #b3d

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25 окт 2023

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Комментарии : 326   
@blenderkit
@blenderkit 7 месяцев назад
This add-on is now released. It's name is Final Topology.
@vilemduha3856
@vilemduha3856 7 месяцев назад
Please Like this comment so others can see it and find it. No links allowed here.
@DIRECTIONTAMIL
@DIRECTIONTAMIL 7 месяцев назад
Where it is?.... I cant find it
@_casg
@_casg 7 месяцев назад
its subscription based, xP@@DIRECTIONTAMIL
@timurariman
@timurariman 6 месяцев назад
@@_casg it is a one time payment addon on gumroad by vilemduha, called Final Topology Blender 3D add-on
@MaruskaStarshaya
@MaruskaStarshaya 6 месяцев назад
@@DIRECTIONTAMIL This addon wouldn't be available directly in blender add-on panel since it is a third party development and they require you to sing their EULA
@VentelHD
@VentelHD 8 месяцев назад
Not the hero we deserve, but the hero we need. Doing god's work!
@PrinceWesterburg
@PrinceWesterburg 8 месяцев назад
I've wanted this for about 25 years - Thespline tools in Corel Draw do this in 2D and I've always wanted this ability in 3D as, especially with Blender's loop selection, you'd be able to drop mesh desity easily without hours of pulling points around. Making computers do the work, this is what computers are for! :D
@gailan8393
@gailan8393 8 месяцев назад
I am so excited to see advancements coming to retopology! it always feels like retopology needs a bit more love in blender.
@sichibukailaw6418
@sichibukailaw6418 8 месяцев назад
Really? I’m not a expert or anything and I just started using this year but I’ve seen lots of retopology tools free and paid that are very helpful and genuinely good for retopology like retopoflow or quadwrap. I personally use blender built tools cause I think it does the job perfect for me but I know there are crazy good tools to download and are not very expensive. Why did you feel like it needs more love? I’m curious
@koganbros.9351
@koganbros.9351 6 месяцев назад
this feature is been existing in Maya since 2017 or somthing, Took a while to get it to blender for some reason
@phucthinhnguyen1157
@phucthinhnguyen1157 4 месяца назад
Prolly because blender dev are such a small dev team, depend soldly on addon made by community which is not guarantee to update every release, and they always putting the hype into geometry node which i hate it so much, sucha alien language got so much love. I would wish the dev to giving one update release that not tackle anything related to geometry node and giving me a fucking damn texture paint update, physic engine update, retopo update, uv workflow update.... Blah blah blah, just fucking give me one so i wont have to praise Maya anymore 😒
@mizzauro
@mizzauro 8 месяцев назад
omg it's amazing! I've been looking for tools like these for years, and they finally exist haha
@digitalmc
@digitalmc 8 месяцев назад
Dude yes. We have needed this for so long. Thank you!
@hzc54188
@hzc54188 8 месяцев назад
where get it ? let me fly
@MysteryPancake
@MysteryPancake 8 месяцев назад
The tools at 14:00 and 15:00 should be built into Blender by default, I've had both of these issues in the past week alone
@BuzzKirill3D
@BuzzKirill3D 8 месяцев назад
Literally the Un-Subdivide command does exactly that?
@PrefoX
@PrefoX 8 месяцев назад
no@@BuzzKirill3D
@clonkex
@clonkex 8 месяцев назад
@@BuzzKirill3DHe's saying unsubdivide won't give you precisely the same vertex positions as were used prior to the subdivision, but unsubdivide combined with his tool can.
@BuzzKirill3D
@BuzzKirill3D 8 месяцев назад
@@clonkex you're right, I just tested it with a Suzanne model. Not only the vertex positions weren't the same, but even the triangle count changed.
@brewmeup5827
@brewmeup5827 7 месяцев назад
tbh, there are a few things I just never had the patience for,... 1. UV unwrapping 2. Retopo 3. Rigging.... if these three aspects could be simplified into processes that don't take hours on hours to do,.. I think my creativity in blender would just explode.... You guys are all amazing!
@MagodosFrames
@MagodosFrames 7 месяцев назад
Stop being lazy and then your creativity will ''explode'' anyways.
@MixMastaCopyCat
@MixMastaCopyCat 7 месяцев назад
@@MagodosFrames They just said they don't have the patience for it, "stop being lazy" is useless advice
@marsmotion
@marsmotion 7 месяцев назад
those tasks are prefect for a machine solution. we dont use shovels to dig ditches anymore we have hydrolic machinery. the shovel is only pulled out for small things. same here we need automation. their is no reason for it to be this dumb @@MagodosFrames
@skyone1208
@skyone1208 6 месяцев назад
Shhh you're not supposed to talk about things that will help people on here. It gets in the way of some rich dude affording another yacht and banging prostitutes on said yacht in the middle of the ocean which is technically not subjected to any country's laws thereby allowing (hypothetically) for it to be totally legal but what he fails to admit to himself is that nothing is hidden from the eyes of the lord (which is also the motto of every intelligence agency from here to timbuktu). @@MagodosFrames
@Strider1122
@Strider1122 5 месяцев назад
If you had ADHD like I have then you would understand, that re-topology can be tedious. So the patience side of things I fully understand is not necessarily being lazy whatsoever. If there is a faster way of retopologizing a model I would take it not necessarily one press of a button but something quicker. I don't want that artistic flow fully taken away but I do understand the patience side of things and the time consumption it takes to retopo a model. I would also say the same thing with UVs, FFS lol.
@Gabirell
@Gabirell 8 месяцев назад
Man… I would be clapping and cheering from the start! Man, that’s a before and after in retopo!!!!! 👏👏👏👏👏👏
@LightningdHeiwa
@LightningdHeiwa 8 месяцев назад
What A Legend only hardcore Retopo people know how good this is
@borisfeinbrand8937
@borisfeinbrand8937 8 месяцев назад
I am not a hardcore Retopo person, but even I understand how amazing this is. Wow.
@blanketparty5259
@blanketparty5259 8 месяцев назад
I dont get it ? Isn't this just the same as shrink-wrap modifier?
@LightningdHeiwa
@LightningdHeiwa 8 месяцев назад
yea shrinkwrap is nice and similar but as he explains from min 8 to min 9 shrinkwrap has some problems and its not that accurate @@blanketparty5259
@mathieu499
@mathieu499 8 месяцев назад
@@blanketparty5259 from what i understand it's a better shrinkwrap because it will not stick to the geometry if it makes some vertices getting too much in or outside the mesh but rather find a middle ground to better fit the real shape of the mesh
@RexelBartolome
@RexelBartolome 8 месяцев назад
​@@blanketparty5259the shrinkwrap only affects the 'existing' vertices of the mesh, not the 'virtualized' vertices of the subdivision surface. So shrinkwrapping a low poly mesh to the high poly one will usually be slightly different. You can only get a more accurate shape if you applied the subdivision surface AND THEN apply shrinkwrap to your retopo'd mesh, but ofc you lose your low poly mesh in the process. so an oversimplification of what this guy is trying to do is make it easier for us to visualize how applying both of those modifiers would look like WITHOUT actually applying it.
@STANNco
@STANNco 8 месяцев назад
the closest i've gotten before this is using the multires modifier instead of subdivision. You can apply a shrinkwrap after it, and have the multires conform to it
@tobymdev
@tobymdev 8 месяцев назад
multires has unsubdivide
@bruhmomentum3633
@bruhmomentum3633 8 месяцев назад
I was thinking the same thing, using shrinkwrap with a multires should give almost the same result afaik.
@juliocargnin
@juliocargnin 7 месяцев назад
Yes multires has more options than subdiv
@KKOLL007
@KKOLL007 8 месяцев назад
Can't wait to see more of this, thank you for the effort in this tools
@jb_
@jb_ 8 месяцев назад
This looks fantastic Vilem! I've been doing a lot of retopology lately and cannot wait to try this.
@NightVisionOfficial
@NightVisionOfficial 8 месяцев назад
Just, awesome!
@gabocavallaro
@gabocavallaro 8 месяцев назад
Hero! THanks for developing this!! This is going to be a game-changer for the Industry! SO excited
@ArtemGms
@ArtemGms 8 месяцев назад
Feels awesome to see a presentation from a Czech person at Blender conference. Probably because of how small of a country we are, it makes you really realize how diverse the Blender community is while they all share passion for the same program.
@OrchidIsDead
@OrchidIsDead 8 месяцев назад
shut up
@jojogape
@jojogape 5 месяцев назад
This is actually so necessary. In retrospect, it is true that when I tried to retopo my models, although they looked neater, they also looked a lot softer. I thought it was just a symptom of using less vertices, but actually you tend to lose detail in cavities and parts that stick out, so you end up adding new geometry after the fact. I notice this a lot when retopoing eyelids, nostrils or ears.
@ShakedownUnreal
@ShakedownUnreal 3 месяца назад
Those should be baked normals
@aronseptianto8142
@aronseptianto8142 8 месяцев назад
such a simple yet a brilliant addition I've wanted this for as long as I've known subdivide modifier and it's been only guesswork and manual work from my side
@JonNancyH
@JonNancyH 8 месяцев назад
So awesome! 🎉
@chriscosby6612
@chriscosby6612 8 месяцев назад
I can't wait. It's magical
@MoctorDac
@MoctorDac 8 месяцев назад
I'm jumping for joy!!!!!!
@gwentarinokripperinolkjdsf683
@gwentarinokripperinolkjdsf683 7 месяцев назад
I have had this exact thought before, glad someone put the work in to fix this issue
@patriknordberg1259
@patriknordberg1259 8 месяцев назад
This is really cool. And as he stated, it gives you better topology, not just easier. I believe when machine learning tools are created to do retopology for us then it should be trained on this type of topology which follows the original surface better.
@indi8990
@indi8990 8 месяцев назад
I'm still surprised in 2023 there isn't an automatic Retopology software that does it automatically to a high precision. Right now for complex Organic models, none of the automatic add-ons get the job done, it always requires hours of manual vertices manipulation to get it done.
@MrGTAmodsgerman
@MrGTAmodsgerman 8 месяцев назад
I didn't get really the benefit. To me it looks like what you can do with conform brush in 3ds Max for ex. after simple retopo you conform the mesh to the high poly surface.
@NoobahSteve
@NoobahSteve 8 месяцев назад
i just did my first character in university and man retopology is no joke i felt like i was doing a big freakin puzzle the whole time lol im really excited to see new technologies and ways of retopo because at times when things are going well it can be relaxing.
@pebegou
@pebegou 8 месяцев назад
With time, all retopo will be relaxing. Solving this puzzle is what makes a good rig and bad one, also help the shading.
@imaginalex5850
@imaginalex5850 8 месяцев назад
retopology is one thing, knowing the flow of anatomy and simplifying curves for animation "while" retopologyzing and preparing the model for 3 or 4 different purposes "while" we are simplifying is something that our 15 watts brain will still do better then any fake @ss Algorithm and statistics of pattern recognition the corpo world uses to steal everything and dares to call "AI"
@archerjoii3673
@archerjoii3673 8 месяцев назад
can't wait to try it, very cool work!
@RobbieTilton
@RobbieTilton 8 месяцев назад
yes please!
@iGambitoi
@iGambitoi 8 месяцев назад
Mindblowing!
@vinzjralordz6943
@vinzjralordz6943 8 месяцев назад
Thankyou blender!!
@PrefoX
@PrefoX 8 месяцев назад
we need this NOW. awesome that finally someone found a good solution!
@user-zf4vq3of7o
@user-zf4vq3of7o 8 месяцев назад
Thank you very much Vilem Duha for sharing! and will be a cross-generational function for all artist, but I want to express my opinion. There will be another need that has been ignored in topology. Topology is also a process of reducing triangular surfaces, so the artist While re-topologizing, we are also thinking about which details require topology and which do not require topology. This is equally important, and I think it will provide some food for thought on how to improve this feature. Thanks again!
@KQCNT
@KQCNT 8 месяцев назад
I love when humans use their intelligence towards art ❤
@superkaboose1066
@superkaboose1066 8 месяцев назад
This is insane, can't wait for it to be released!
@tapikoBlends
@tapikoBlends 8 месяцев назад
is it blender V4 feature?
@1DInciner
@1DInciner 8 месяцев назад
Nice to hear F2 mentioning to its author. You can find lots of interesting F2 using videos on my channel. As far as I remember, there are no tools that reconstruct original unsubd shape, but there was discussions around that.
@jacrossiter2097
@jacrossiter2097 8 месяцев назад
wow, looks great
@kodesh8751
@kodesh8751 8 месяцев назад
amazing bravo cheers' mate
@Raging92
@Raging92 8 месяцев назад
Great !!!!
@BolognaPONYProduction
@BolognaPONYProduction 8 месяцев назад
This is a game changer. I have yet to practice any retopology, but understand how it works and different ways to approach a model, but this is really a game changer. Never thought of taking an approach like this. Good job, can't wait to try it out
@MrSorbias
@MrSorbias 8 месяцев назад
This is awesome
@slimeball3209
@slimeball3209 8 месяцев назад
just use inverted smooth modifier, it is easy.... it is exaclty what preserve initial surface, and in fact after retopology you mesh is just smoothed, SO, JUST USE SMOOTH, IT IS NATIVE MODIFIER just set -1. there is should be video about nice fast tools to generate topology patches easily, like standart blender "fill grid" but without it's bugs. all i need is markdown system, and automated filling, it is more than enough.
@ianmcglasham
@ianmcglasham 8 месяцев назад
This looks really good. I would use this a lot.
@hilthkess
@hilthkess 8 месяцев назад
Wonderful work, interesting new concept. Cant wait for a release.
@emmyshinarts
@emmyshinarts 8 месяцев назад
This is Absolutely Brilliant, well done, cant wait for its release
@AvantNovis
@AvantNovis 12 дней назад
WOOT! ty
@hereb4theend
@hereb4theend 8 месяцев назад
More mesh analytics tools is always welcome.
@mixchief
@mixchief 8 месяцев назад
Interest is piqued ... times ten!
@venomous
@venomous 2 месяца назад
this is amazing, this is something that has needed to be done for a LONGGG time for the whole entire 3D industry. Thank you
@studiowalker
@studiowalker 8 месяцев назад
This is huge!
@user-nj4pc8kv2w
@user-nj4pc8kv2w 8 месяцев назад
完美的,非常期待
@sagaevan9641
@sagaevan9641 8 месяцев назад
ftr, the multi-res modifier has a similar feature. i think it's called "apply base." you just have to apply a shrinkwrap modifier beforehand. however, that feels much more destructive and moreso something you do at the end of the modeling process. something more real-time would be awesome and just feel better.
@ZhuYuxiang
@ZhuYuxiang 8 месяцев назад
amazing
@Gidowan
@Gidowan 8 месяцев назад
Vilem! Super cool!
@grimwolf9988
@grimwolf9988 8 месяцев назад
I love them showing off the BSurfaces side-by-side comparison and having it actually be significantly _slower_ than the standard approach 😆
@vickiesshuttercraft
@vickiesshuttercraft 8 месяцев назад
Great Job
@DonC876
@DonC876 8 месяцев назад
This is seriously cool tech. I want that addon :) !
@ragnarhrodgarson1952
@ragnarhrodgarson1952 8 месяцев назад
8:55 exactly that is the reason why I never use automatic stuff for retopology and do it all by hand, even when I have used retopoflow, funny enough I mostly forget that I have it, I jump out of it and adjust the vertex again so that they fit better ^^
@evanlane1690
@evanlane1690 4 месяца назад
For me, retopoflow has always been just a little too laggy. Doesn't seem to matter if I'm working on a beast of a desktop or my laptop. I'd love to use this new addon plus basic blender retopo.
@ragnarhrodgarson1952
@ragnarhrodgarson1952 4 месяца назад
@@evanlane1690 hmm thats odd because even on my old PC that was really not the best it was working relative smooth, maybe there is something else that is messing around with the performance, it can also be the version of Retopoflow, my version is a bit older and I switch to Blender 2.8 to use it, the reason is that I got a copy of it from a friend so I get no updates, that is also the reason why I mostly forget that I have it and therefore 95% of the time I just use vanilla Blender and do all my retopo by hand, and when it is not something as crazy like a Skeleton Horse then, with good music, it can be very relaxing and fast XD
@jaedonwallace6434
@jaedonwallace6434 8 месяцев назад
I can’t wait to play with this!
@sebbosebbo9794
@sebbosebbo9794 8 месяцев назад
well, well , well ....❤❤❤❤❤❤
@Noclip420
@Noclip420 8 месяцев назад
That's really cool. And it's most likely that nothing like this tool exists anywhere.
@thelaw3536
@thelaw3536 8 месяцев назад
hopefully it's fully added
@jonathanbottazzi8142
@jonathanbottazzi8142 3 месяца назад
well, that's exactly what i was poorly trying to achieve with a combo of remesh and shrinkwrap... on a computer not connected to internet. Now i'm affraid of youtube's algorythm, but still glad it sent me here. great work man !
@Not_A_Friend0777
@Not_A_Friend0777 8 месяцев назад
Give me a motivation to sculpt
@ahmedice9417
@ahmedice9417 8 месяцев назад
very cool
@IFB4521
@IFB4521 8 месяцев назад
@Blender I wish Blender could change a settings in snap face when retopology, it's annoying to see your extrude face going to far of where you wished it to be, but it could be better if Blender use a snap face with a combination of this direction of Y, X, Z to automatically snap with the exact direction of your extrude
@31samu
@31samu 8 месяцев назад
nice!
@sahmirlareum2718
@sahmirlareum2718 8 месяцев назад
This is incredible !!!
@jojobizadTRASH
@jojobizadTRASH 8 месяцев назад
I know there's already super convinient retopo tools outside of Blender (Zbrush having my favorite), but this should've been implemented into blender a long time ago. Still a great feat regardless.
@oculicious
@oculicious 8 месяцев назад
Amazing work 🙏
@DaveUnreally
@DaveUnreally 8 месяцев назад
I’ve done retopo in Maya, Zbrush, and Modo. I’m pretty proficient with Blender now and love it, but retopo seems so clunky to start up in Blender. I replaced modo with Blender for modeling and every day use, and haven’t really messed with Modo. I really liked how modo had a retopo tab, it was intuitive.
@starwarz8479
@starwarz8479 8 месяцев назад
Ive been using Topogun it's the best for retopology in my toolbox
@daan3898
@daan3898 8 месяцев назад
in this and that menu, mouse click twice, a popup window shall appear with the perfect tools you where always looking for... it exists as of blender 2.6 - - THAT IS SO BLENDER!!
@Titanscreaming
@Titanscreaming 5 месяцев назад
-> It is like basically wanting to clone the high poly mesh so perfectly in a low poly form that it captures each curve as it should. So i can see the issue and the solution he presents. -> Outside of the box thinking... Or A Texture Bake system for low poly, so we don't even need to sculpt them in high poly... A Low poly texture bake system that can have any data for textures. ( scales, what not. ) based on a data bank and catalogue of thousands of models made by users. You set the parameters. ( Dragon model textures. etc. ) And the system randomly bakes textures of those categories unto your model. Having scanned your model. And the user can keep doing the process until he gets a happy result. Low Poly, baked with high res textures without ever even going into sculpt mode... Basically like those special paint bath where they coat art on an object by dipping said object carefully into the liquid and than taken out. Can't you make the retopo mesh smaller than the high poly sculpt, so it fits within it perfectly. Then using face direction or something like it you tell Blender to bake the outside face of the high poly to the outside faces of the low poly inside the high poly sculpt. So you revert the face direction of the high poly to the inside, so it projects those textures down and shrinks it evenly on the low poly model. So that instead of trying to capture larger textures on a polygon count too low to really measure them, we shrink the textures down to fit on a slightly smaller model... Or something along those lines. We essentially try to adjust the low poly to capture the bigger elements, rather than casting the bigger elements on a slightly smaller model.
@PaulMoyseArt
@PaulMoyseArt 8 месяцев назад
Just use the shrinkwrap and multires modifier (which uses displacement and can then be baked to displacement and normal maps). There are plenty of tutorials for this.
@highlyevil9358
@highlyevil9358 8 месяцев назад
But can that do the loop cut in 14:50?
@shibaos
@shibaos 4 месяца назад
​@@highlyevil9358yes
@3DJay429
@3DJay429 8 месяцев назад
looks really good, however would like some more auto retop tools, an update to what quad remesher can do. 3Ds max auto retop is great, and with advancement in AI now retop should be a thing of the past
@appuser
@appuser 7 месяцев назад
Isn't this why we use shrinkwrap modifier and the multi-resolution modifier? Really cool area to explore.
@demnyan
@demnyan 8 месяцев назад
nice 😮
@Fxnarji
@Fxnarji 8 месяцев назад
14:46 thats a literal game changer for my workflow
@MlleMarinax
@MlleMarinax 8 месяцев назад
can you explain it a litle bit more?
@EL_N0IR_2201
@EL_N0IR_2201 8 месяцев назад
We’re do I buy! Now here swipe my card Mr 😂 quickly before my sculpture runs away. Funny enough I know it’s not fair to you Og blender users because you been on it for years! And needed this and here I come along and learn blender in a year and then all these helpful tools come out… I know it’s not fair but at least we all win in the end.🙏🏽👍🏽 IS IT OUT YES OR NO?
@bobsteven2363
@bobsteven2363 7 месяцев назад
I guess its not a feature because it was never really needed. In the regular pipeline, you often project which solves the problem automatically and when it comes to hard surface retopo, you usually don't want a 1 to 1, you want an improved shape (And displacements maps are a thing too). The freeze mesh tool does seem really useful. I'm for sure trying it out, maybe it will feel nicer to work with, only worry tho is that it will end up being laggy especially for really heavy meshes. If it doesn't work out, well Zbrush still exists.
@audi6x9
@audi6x9 8 месяцев назад
maybe this can get even better for normal map baking, imagine an accurate offset slider, for cages with no colliding surfaces
@jeremypajotart
@jeremypajotart 8 месяцев назад
This is an awesome development for organic retopology! Is this tool available now? How can we get it?
@blacxthornE
@blacxthornE 8 месяцев назад
absolute legend. he deserved nothing less than a standing ovation.
@realtimberstalker
@realtimberstalker 8 месяцев назад
I know that the decimate modifier has an unsubdivide option but i dont know how well it works. You might be able to simulate the inverse subdivide by doing a subdiv, shrinkwrap, decimate combination
@realtimberstalker
@realtimberstalker 8 месяцев назад
Just tried it and it appears that the decimate modifiers unsubdivide option has no volume preservation.
@mdoerkse
@mdoerkse 8 месяцев назад
He explains the problem well, which I hadn't thought about before, but I don't understand his solution at all. Is it a free addon? Paid addon? What's it called? Does it just show how your retopo is off or does it fix it for you? How do you use it???
@orphydiancg7759
@orphydiancg7759 8 месяцев назад
Make it standard built in in Blender. Otherwise just another addon. Just like that Set flow addon. Just work together with the authors to built in inside blender
@user-hl9lp8yn6o
@user-hl9lp8yn6o 8 месяцев назад
When is the release? What will this tool be called? It looks very promising
@lupusk9productions
@lupusk9productions 8 месяцев назад
So would this cut down that 1-2 hour thing to what like 30 minutes? I'm new to sculpting. never really retopo'd yet though as i 3d print stuff.
@clonkex
@clonkex 8 месяцев назад
It doesn't necessarily make the process faster but it can give much better results.
@haraldthi
@haraldthi 8 месяцев назад
In my humble view, this kind of remeshing should become default. Perhaps not by force, as it is bound to take extra computation, but it has so many use cases.
@JohannesSchmitz
@JohannesSchmitz 8 месяцев назад
I hope you (the speaker) can do a more technical deep dive video about the optimization algorithm when you release this.
@ollied2025
@ollied2025 8 месяцев назад
forgive my naïve question but doesn't this already exist? didn't the original subd paper suggest any volume preservation methods?
@yar3613
@yar3613 8 месяцев назад
So when we can try this tool? 😊
@_casg
@_casg 8 месяцев назад
Damn and I just bought quad remesher
@user-qs9lh2we6n
@user-qs9lh2we6n 8 месяцев назад
Why not finally add the ability to start retopology with the click of a button, without selecting bindings, modifiers, etc.? And I want to ask the same question about the possibility of setting a temporary color for polygons without changing the material settings?
@rashancar
@rashancar 8 месяцев назад
There is one in zbrush its called projection.
@myslef7636
@myslef7636 7 месяцев назад
Let's not fail this artist guys, you know the consequenses!
@KizuSeirei
@KizuSeirei 8 месяцев назад
I feel like this is a dumb question, but why not just use the shrinkwrap AFTER the subdiv? Wouldn't that snap the subdivided geometry to the high poly surface, instead of snapping the pre-subdivved mesh to it? There's still some cool functionality here regardless, but I'm really curious why he's completely glossing over this option.
@wizwizington1758
@wizwizington1758 8 месяцев назад
thats genius
@darksoul7213
@darksoul7213 8 месяцев назад
A mí me gustaría que en la Re topología hubiera muchas más opciones y que de alguna forma fuera más rápida y precisa porque, aunque funciona, es muy tediosa y lenta. Yo hago modelos de criaturas y la re topología me fastidia, también me gustaría que blender mejore un poco en términos de rigging y en la optimización en cuanto a la cantidad de vértices en modelos. Pero a lo que realmente le vi un problema y dificultad es a la hora de crear un Normal Map, es muy complicado en EEVEE y de la otra forma igual, me gustaría una opción que te permita crer un mapa de normales con un modificador y que este se aplique después de aplicar el modificador, o crearlo como una textura procedural similar al Bump o displacement, ayudaría mucho con los novatos que recién van empezando y quieren conocer la re topología y los normal map. (Esto no es una crítica es una sugerencia para una futura actualización, por ejemplo, la futura. 4.5)
@micmacha
@micmacha 8 месяцев назад
Oh... my God...
@grandimations7309
@grandimations7309 8 месяцев назад
I wonder if AI in the future will allow for instant accurate retopology, that makes the shape of the model accurately. I also hope AI can make UV mapping less of a nightmare in the future
@antoinelienard8744
@antoinelienard8744 8 месяцев назад
this exist in maya since long ;)
@user-rj7ks6ik2s
@user-rj7ks6ik2s 8 месяцев назад
They only had normal Instance objects half a year ago, just like Light Linking. The guys do everything except what is really needed for work.
@ThoughtsFew
@ThoughtsFew 7 месяцев назад
How is the end result from this method of snapping different from the method used in the video ,”Projecting High Res Sculpt into the multi res modifier in Blender” uploaded by Louis du Mont? If this add-on is more accurate then great! Would be nice to see a side by side.
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