Grant, I'm not compleatly sure but most probably you might just be best blender teacher ever, your way of explaining is flawless and can be undstood just by watching onece, thank you
I recently bought Grants character course. I actually only bought it to support him since the channel is filled with free quality tutorials already. Before watching the course videos I thought most of the content is already well covered by this RU-vid channel, but I really enjoyed watching it and I learned a lot of new things that helped me speed up my work flow. So I can highly recommend it 5/5.
I'm 2 months into Blender, clocking as many hours as possible, watching multitude of tutorials etc, by far the best has been Mr. Grant and secondly Mr. Andrew, the donut guru, not to rank anyone etc but these 2 gentlemen have the patience and calm approach of describing each step that is critical for a beginner development. Blessing to them both
Look here. I consider myself an advanced Blender user so I know everything you're saying but dang it if I don't keep coming back to that soothing voice! ASMR? More like Grant Abbitt Tutorials! Keep em coming! Legend.
Thank you so much, you fixed a problem I had that nobody else talked about. My mesh kept going inside my sculpture even tho I used the modifier, its just that nobody else went into depth to explain how the modifier actually works.
I watched your old video about retopology, but it's a bit confusing because it was using old version of blender. thankfully! you made a new video about this. Thanks shifu!
I think its good to learn how to retopologize from start to finish by hand, it teaches you the intricacies of how things work and how to think about retopologizing, but once you've done it once no thanks! I'm a big fan of a free addon called speedretopo that automates or streamlines a lot of the process for you; its not as robust as say retopoflow or what have you, but it does what I need!
Perfect timing, as I finally started on Zbrush, it's about time I sit down to retopo and get used to the workflow and into SP too, so this is brilliant. Cheers Grant.
I have never been able to use the Shrinkwrap modifier correctly because it would always snap my topology all over in weird places. Turns out all this time the main culprit was the unapplied rotation of that first plane that I flipped on the 90 degrees in object mode. Now it works just fine. The ultimate Blender Chad Grant Strikes again!
Awesome! Been taking your blender game character course on Udemy and the retopology section was rather disappointing because it didn't teach the proper method. It was more of a rushed solution. Glad you made this video to rectify that. Looking forward to the next video already!
yeah i would say these are more advanced techniques so not really suitable for the course completely but maybe i should put in a link to this video within the course also :)
02:30 THANK YOU !!!!!!!!!!!!!!!!!!!! God I have been waiting for this moment for a year ! I haven't seen ANY video talking about that "after retopo" workflow. I never dig that sculpt thing because I was wondering what was the use to retopology when you lose lots and lots of details. I could never understand how big my "retopo faces" should be because I tried to save the details... Gosh.
Thanks for this tutorial, I needed a refresher after not really keeping up with all the changes that have come about since the interface changed with 2.8X series. Another alternative to method to get your model to draw in front of your sculpt object is to go to object properties tab and check the 'in front' option on the viewport display drop down.
Oh thanks was waiting exactly for this! Made a really over high poly sculpture (following one of your older tut's) which almost melted my laptop.. And Got really confuted about retopo vs decimate modifier vs re mesh. So this answers most of my questions. Also can't wait for the next episodes about the baking of maps and so forth - really got lost with those Thanks again, you channel is pure gold :)
Really excited about this series of tutorials! I've been struggling with retopology for a very long time because I haven't found any decent tutorials and it's difficult for me to determine if what I'm doing is actually good. Keep up the great videos, Grant!
Heard about Repology, but didn't know what it is (and I've been dealing with 3D graphics since January this year), thanks Abbit for learning this definition and the overall tutorial of this dragon head :D
@love dude I think the advantage is precise control and a lower poly model. You can decide how big of a poly you can put in a place. Automatic software cannot judge what is imortant section and what is less imortant. They work based on detail. But you might have a detail on the neck for example, skin scar veins, but you can represent it with a tube and bake the details to a texture. An automatic solution might judge it as detailful and not reduce it to a tube just a bumpy tube with a lot of poly still. While you are doing it manually you can say ok this is not important part, will be less seen, you can just use large chunks of polygons. This is one of the keypoints why I'm interested in UE5, they said polycount no longer matters, you can use your high poly model and the engine will reduce it on the fly as needed. This would mean you no longer need to bake details or retopo, just make your model and throw it in. Of course we see it when we see it. I suspect these tutorials will be a key learning point for a looong time.. 😁
Huh, I never thought about using shrinkwrap for this; I just use "In Front" (in the object buttons / viewport display) and "Hidden Wire" (in the overlays dropdown wen in edit mode) together to get the retopo objects wires with the sculpt mesh showing through otherwise. I did bind toggling them to keys which helps too, tho.
you are just awesome 🎉I was facing problem more than 2 years 😢but you solve that enjust 5 minutes. How??😅 from today you are my teacher. please told me can I do anything for you teacher ❤
Wonderful have been looking up tuts on retopology.....but don't have the sculpted dragon...it would be immensely helpful if you gave a link to the dragon sculpt file...so that I could simply jump to retopology section and start modeling.thankyou
Thanks for all the great tutorials! Just putting a wish out for a realistic human face model and texturing tutorial. :) Where the final render is super photo realistic face (best case with hair). :) I'd be happy to pay for a tutorial like that.
Grant, try go into preferences, theme settings, scroll down to size, of vertix, standard 2pixels, set it higher . . it makes vertix points bigger, so they are easier to see, on surface, of 3D stuff . . . Also, one can enable ' wireframe ' in Object properties, right above Modifier wrench section, when enabling the wireframe in viewport, the high-poly also gets shown . . notice, when increasing size of vertix, they gain more volume, so they stick out, and are easier to see, on the retopos . .
CG geek said in one of his vids of character making that we have to enable Backface curling, Project individual elements and align rotation in snapping settings
As you go thru this course, can you speak to why you chose a cavity map over an AO to bake? They are applied almost identically, though the AO's are shown to be added with a multiply mixRBG not overlay... I've started to appreciate the AO because of my work in UE4 rendering animations (someday to be a short film...) ty for any upcoming quenching of my derpyness. Ty for sharing any knowledge that makes Blender less obtuse.
Loved the video. Its the video i needed for months... But my question still stands- Can i do these with my decent laptop that has no good graphics card with/without some changes?
You can try :) might want to decimate modifier the original sculpt for better system performance, just be careful from going too low with the decimate else the shape may deform
First let me say a huge Thank you to all of you that do these kinds of videos, especially for amateurs like me that just want to do stuff without any financial gain out of it... just for fun! Your guides are awesome and they have helped me so much in learning things about blender which i can't find anywhere else! So.. Thank You!!! Secondly, i have a question if you don't mind answering. I recently sculpted a goblin head (first time trying sculpting in general, and in blender specifically). I tried to paint it. it was a bit of a mess but it came out ok. I wanted to try texture painting on it. I am not gonna put it in an animation or game. Just to render the image to have it for myself. Do I need to retopo it in order for the texture painting to work or I can do it as it is? @1:50 you talk about the decimator modifier. Will this be anough for me?
can i 'bake' a sculpture (something thats 1 million tri's) all the way down to 30,000 tri's (like you said in a video) than continue 'baking' that high poly figure down some more until it's low poly? (from 30,000 to 900 tri's)
Amazing work there as usual. Hey Grant, I was playing around with some alpha brushes the other day (GTX 1060 6Gb here) and it seems like my current GPU is too weak for that kind of modelling. I was wondering if there is a way to avoid subdividing the whole mesh and instead using some kind of adaptive subdivision locally when using alpha brush with high amount of details. Is there any work around for that kind of issue with my current GPU? Any advice on that? I appreciate the time you take to read and, hopefully, answer this one.
New to blender and I just had a quick question / idea. I know this video is 1yr old, with that said. Today's gaming consoles and PCs are able to display a lot more triangles on screen does this change how modeling would be done today. Do you have to still try to reduce the triangle count drastically like you would have before? For example UE5 and it's nanite tech.