Это видео недоступно.
Сожалеем об этом.

Projecting High-Res Models in Blender 2.8 using Shrinkwrap

Поделиться
HTML-код
  • Опубликовано: 16 окт 2019
  • In this Blender 2.8 tutorial, we cover how you can project details from a highres mesh onto a low res one using the shrinkwrap modifier.
    Support us by checking out our merch!
    teespring.com/stores/flippedn...
    Subscribe now!
    ruclips.net/user/FlippedNorm...
    Website - flippednormals.com/
    Instagram - / flippednormals
    Twitter - / flippednormals
    Facebook - / flippednormals
    Our episodes are also available on all major podcast services!
    #b3d #blender3d #blender

Комментарии • 224

  • @Wampert
    @Wampert 4 года назад +45

    Yes more "Obscure Blender tips" series!!

  • @tinvojnovic6021
    @tinvojnovic6021 4 года назад +78

    Using multires is much better because it "saves" the data from modifiers that you have applied. For example, if you applied the shirnkwrap you could then set the number of viewport subidivsions to 0, rig it, position/animate it and then just up the level of subdivisions before rendering.

    • @WERIDIK1
      @WERIDIK1 3 года назад +4

      So i can animate a low poly model, and in the rendering all the detail in the high poly model will apply??

    • @tinvojnovic6021
      @tinvojnovic6021 3 года назад +9

      @@WERIDIK1 if you want to animate your model, you'll be better off by baking the normals. blender has an option to bake from multires in the baking settings.

    • @aliefdjatisunda9915
      @aliefdjatisunda9915 2 года назад +1

      @@tinvojnovic6021 why should i bake it? and what if i dont bake it? sorry im a newbie :)

    • @AnthonyLamb
      @AnthonyLamb 2 года назад +3

      @@aliefdjatisunda9915 You'd bake it because right now it is dependent on the high res model underneath. If you move or animate your low res model the results probably won't be what you want. By baking the data, you're able to be rid of the high res model yet retain its detail influence.

    • @DileepNow
      @DileepNow 2 года назад +1

      Generally you wouldn't expect a modifier to work like that. But tried this. It works. Thankyou.

  • @Mikey-gs1dx
    @Mikey-gs1dx 4 года назад +3

    I love the "Obscure Blender tips" idea as a series.

  • @geode8556
    @geode8556 2 года назад

    Wow! I was just wondering why anyone would need ShrinkWrap.
    You so well answered that!!!
    Thank you so much!
    👍👍👍👍👍
    ✌😀👌💞

  • @JonathanKron
    @JonathanKron 4 года назад

    Really nice tutorial! Very informative for all the other tutorial makers out there👍

  • @scottlee38
    @scottlee38 4 года назад

    This would be amazing for displaced environments! Good tip! Thanks for the video!

  • @Butterbilk
    @Butterbilk 4 года назад +114

    Good topic. However, it seems incomplete to not mention the process of transferring these details to a multires mesh. That way you can remove the shrinkwrap dependency on the sculted mesh and sculpt high res details, rig, etc. all while maintaining clean, reduced topology. Production level!

    • @Lanaur_
      @Lanaur_ 4 года назад +20

      And bake displacement maps, because this option appears in the bake panel only if you check the "from multires" button

    • @RevJ7
      @RevJ7 3 года назад +24

      No idea what either of you are talking about lol

    • @kenmorris2858
      @kenmorris2858 3 года назад +7

      I concur, this tutorial was a complete let down and needs to be re-done.

    • @kodalyle6965
      @kodalyle6965 3 года назад

      i dont mean to be so offtopic but does anybody know of a tool to log back into an instagram account??
      I was dumb forgot the account password. I appreciate any tricks you can give me!

    • @fletcherabdiel1755
      @fletcherabdiel1755 3 года назад

      @Koda Lyle instablaster ;)

  • @ZackAttack680
    @ZackAttack680 4 года назад +3

    Yes this is great! I thought projection was something I could only do in zbrush! Thanks for sharing.

  • @captanblue
    @captanblue 4 года назад +2

    Looking forward to see how this works. I've used shrink-wrap before but it doesn't always work out so well, especially if the original mesh has lots of sharp points.

  • @TheOrteme
    @TheOrteme 4 года назад

    All your tips are usefull even for beginners! Thanks

  • @aleVar87
    @aleVar87 4 года назад

    Always useful video guys! Thanks!

  • @foxyfujitora3868
    @foxyfujitora3868 4 года назад +3

    NOW I know what to do after retopologize, thank you very much, you save my time

  • @josephbrandenburg4373
    @josephbrandenburg4373 4 года назад +2

    This is a good way of setting up a model for baking displacement. I once wrote a script for baking the displacement from the subsurfed mesh to the subsurfed/shrinkwrapped mesh to vertex colors as vectors. I'm going to make it into an addon at some point.

    • @josephbrandenburg4373
      @josephbrandenburg4373 4 года назад +1

      The code can be found here: devtalk.blender.org/t/using-python-to-bake-displacement-for-cycles-how-does-cycles-displace-a-point/7500/2 At some point I'll improve it a bunch and make it user friendly. For now, you'll have to figure it out for yourself. It shouldn't be that hard.

    • @canoksas2979
      @canoksas2979 2 года назад

      @@josephbrandenburg4373 hey this sounds really cool could you make a tutorial! :)

  • @EGeorgev
    @EGeorgev 3 года назад

    Interesting way to bypass the need for Normal maps and baking. Thanks for the info :)

  • @JonNancyH
    @JonNancyH Год назад

    Thank you! This is amazing.

  • @victorascencao
    @victorascencao 4 года назад

    Keep them coming :) they are great.

  • @laurinebocquet1024
    @laurinebocquet1024 7 месяцев назад

    thank you so much !!! your videos are bsolute gold

  • @philjpark
    @philjpark 4 года назад

    Awesome!
    Please make a video on how you guys would approach texturing this sculpt/model in blender!

  • @CaraDees
    @CaraDees 2 года назад

    YAY Perfect.Just what I needed

    • @FlippedNormals
      @FlippedNormals  2 года назад

      Happy to help Caroline :D We try to keep it efficient so glad you appreciate that.

  • @bohdan_lvov
    @bohdan_lvov 4 года назад

    Whoa, another Blender video, *finally* !

  • @Oblivionator100
    @Oblivionator100 4 года назад +13

    In game production, I use this technique to bake the higher res details into a normal map, might be worth making an obscure video about that process. Doing so makes it possible to keep details on low poly meshes which can be transferred to other applications such as game engines.

    • @donaldbrooks9417
      @donaldbrooks9417 4 года назад +5

      I know this is old...but can you post a tutorial on that.. I am currently in that stage

  • @42yilmazyusuf
    @42yilmazyusuf 3 месяца назад

    it was awesome thanks

  • @ArtPomelo
    @ArtPomelo 4 года назад

    Yes more! The material was also great in the render..

  • @NZ-Sdq
    @NZ-Sdq 3 года назад

    Many thanks . ❤️

  • @AnanthakumarBalakrishnan
    @AnanthakumarBalakrishnan 2 года назад +1

    Good topic ,I got good knowledge after seeing this video.i have a request to flipped normals needed video for lighting

  • @vexo7218
    @vexo7218 3 года назад

    Thank you sooooo much

  • @jemjoe8833
    @jemjoe8833 4 года назад

    Yhaaa...!! more Obscure Blender Tips please.. :)

  • @DiraPictures
    @DiraPictures 2 года назад

    Oh my god. This is suuch a useful tip. I already quit because my high res just mess up after sculpting. There is no possibility to do uv-unwrap or animation without this.

  • @filipemecenas
    @filipemecenas 2 года назад

    thanks thats awesome !!!

  • @richierich8085
    @richierich8085 4 года назад

    Verry cool tutorial.

  • @ZsoltSulyok
    @ZsoltSulyok 4 года назад +5

    Awesome! Thanks you. So glad u switched to teaching blender.

  • @alizapross
    @alizapross 4 года назад

    Obscure Blender tips... YEEEEEEESSSSS!!!!!!!!!

  • @abhishekbhattacharya7080
    @abhishekbhattacharya7080 4 года назад

    Thanks very helpful

  • @xxerbexx
    @xxerbexx 4 года назад +193

    i dissagree with what you are doing right here.
    instead of the subdiv use a multires. then turn up the multires, when happy apply the shrinkwrap. The forms will be saved in higher of the multires.
    That means you can far quicker change between different policounts... since its a "multires" modifier.
    That also allowes you to use the multires to bake a normal onto itself (bake from multires), almost in realtime, while "normal" normal baking takes ages.
    Not to mention the multires works faster then the subdiv.
    Also when useing subdiv/multires with the shrinkwrap it should be put to simply bcs it will not change the forms then, wich means the shrinkwrap can work more accurat.
    with the subdiv/multires beeing set to simple i never had to change my shrinkwrap. this is a half baked video, dont aggree here.

    • @kloa4219
      @kloa4219 4 года назад +10

      I'd like to see them try out that method too

    • @xxerbexx
      @xxerbexx 4 года назад +12

      @@kloa4219 what they are useing isnt a "method", its simply wrong. not completely, the idea is right but they overcomplicate it for themself by seting it up simply wrong

    • @kloa4219
      @kloa4219 4 года назад +30

      @@xxerbexx There's no "wrong" approach, otherwise it wouldn't work at all. There's the "most efficient" approach though.

    • @xxerbexx
      @xxerbexx 4 года назад +14

      @@kloa4219 if u want to call it that, but what they do here is then very far from beeing efficient or from beeing usefull.
      thing is when ppl try there stuff and it doesnt work completely they end up in the blender discord where i have to explain things again and confice them there are better and easier ways to do that.

    • @rdnraden9332
      @rdnraden9332 4 года назад +26

      As xxerbexx mentioned, with blender, in production MultiRez modifier is the way to go.
      The SubDiv modifier can not store higher resolution points, they are "virtual". The reason why it works in your example is because ShrinkWrap is after it in the stack.
      If you do the exact same thing with MultiRez, and then APPLY the modifier, (even though the shrinkWrap is after it in the stack) the higher resolution will get baked into the MultiRez.
      Now you have a true ZBrush type of sculpt with all the levels. No need for displacement maps in production!

  • @yakipasandi9443
    @yakipasandi9443 4 года назад

    YES! More tips, please

  • @mike309saa
    @mike309saa 4 года назад +2

    another great tutorial, learnt a lot from you guys. I started off using student version of Maya but since blender 2.8 I've jumped onto blender even changed keymap so it works more like Maya making the switch much easier.
    I never really touched on animation with Maya except some simple little things but nothing major. I'm just wondering I take it with this shrink wrap set up and the equivalent in Maya/other 3D programs you can animate the low poly version and the hi poly version will still move along correctly? Just curious on how they animate hi poly models in films etc I'm assuming they do it this way?

  • @DjTasteless
    @DjTasteless 4 года назад

    wow its so near and I did `nt take it into account...! Really a great hint!

  • @IGarrettI
    @IGarrettI 4 года назад +1

    Dayuumm.. much better than zbrush's projecting. I'm still waiting for some super update to it from pixo, something as good as ZWrap

  • @Ro3D_DigitalInsights
    @Ro3D_DigitalInsights 4 года назад

    Love it!

  • @madddmunky
    @madddmunky 4 года назад +8

    Thank you! Could you guys show the workflow using multires modifier? I'm struggling with that, especially when i need to change pose of low res mesh.

  • @Ohem1
    @Ohem1 4 года назад

    The Archon will return!

  • @arianullah6257
    @arianullah6257 4 года назад +4

    Can you do a tutorial on how to bake normals in Blender?

  • @dioib
    @dioib 4 года назад

    nice tutorial, thank you guy! Is it possible to make a tutorial regarding blender and substance painter workflow please? I make something with many details in zbrush, but dont know how to bring into substance painter and render in blender cycles, especially the maps baking and exporting, connecting them in blender shader. Sorry I am new to 3D but this would help many newbies. Thanks again FN!

  • @Staglaitor
    @Staglaitor 2 года назад

    Thanks for video, - can i increase resolution during wrapping in order to fit thin geometry?

  • @oskarankarudd
    @oskarankarudd Год назад

    Thank you very much for this instruction. Does it work in Blender 3.x as well?

  • @moazzamtechnical2729
    @moazzamtechnical2729 2 года назад

    thanks

  • @albel4130
    @albel4130 4 года назад +1

    Yes more tips plz

  • @cloudshifter
    @cloudshifter 3 года назад +1

    I have a question about animating with skin wrap:
    Lets just say that we place our bones and rigs on the low poly model and have a retopologized sculpt on top. Let's also have the high poly module with clothes and the lower one with none. How will that translate on the skin? Would the skin be able to move the clothes and details in a decent way or will it be awful? Would we need to also put some sort of simulation on the clothes for this or similar occasion or a custom rig for the clothes?
    (I don't know if the clothes should be part of the same model or a different object. I am working on 3Ds max but I think any 3D program works similarly in a way, logically if it is possible on one it should be on another)

  • @jamesciastko8861
    @jamesciastko8861 4 года назад

    Hey guys! Could you do video about hard surface modeling? I've been struggling with it lately and i find it really difficult. Especially making holes in curved edge and unifying round primitives like cylinder etc.

  • @yearwhiteturtle
    @yearwhiteturtle 4 года назад

    ur my new god :D

  • @roletnabih
    @roletnabih 4 года назад

    Could you do video with cloud point data that is converted to mesh in blender. Thanks.

  • @anissar7301
    @anissar7301 Год назад

    thank you so much for this video. I may sound stupid with this question but I hope you can answer it. can we compair normal maps. like which normal maps or displacement maps give more details is it the one zbrush generates or Blender generates or are they the same or it depends on the details of the 3D sculpt

  • @Anim_8
    @Anim_8 4 года назад

    do the tips on blender grease pencil cutout rig setup .

  • @animatnetic2545
    @animatnetic2545 3 года назад +2

    I swear to god, that model is those enemies from mass affect

  • @Arantx
    @Arantx 4 года назад +1

    Hi, I have a question, why don't you use shading smooth?

  • @sburgos9621
    @sburgos9621 4 года назад +1

    Can you do a tutorial on using Shrinkwrap to prepare a 3d model for print? I am messing around with this method but it doesn't seem to produce the results I am looking for.

  • @ccb4911
    @ccb4911 4 года назад +2

    YAAAAAAAAAAAAAAAAAAAAAAAAAY Blender

  • @gnightrow4020
    @gnightrow4020 4 года назад +1

    Does this mean you don't need normal maps for film specific objects that you aren't going to use it in a game engine ?

  • @koulikdas8133
    @koulikdas8133 4 года назад

    what if we apply the sub surf modifier after projecting details?
    Or if i do not click on optimal display

  • @ArtChepe
    @ArtChepe 4 года назад

    how could i proyect the hipoly in the low one in the multiresolution modifier? like zbrush

  • @Hankyuo
    @Hankyuo 4 года назад

    Is this better than using displacement and normal maps?

  • @HoobriBoobri
    @HoobriBoobri 4 года назад

    I wonder maybe you should use displeysment maos instead? What is a reason to doing animation such way?

  • @ugliefrog
    @ugliefrog 3 года назад

    Is there an equivalent in blender like the matchmaker brush in a rush, or is shrink wrap the tool that’s the closest.

  • @32590129
    @32590129 3 года назад

    How you convert the high poly to low poly before applying subdivision surface modifier.

  • @hanifbahari6606
    @hanifbahari6606 4 года назад

    Should we bake it now? Is it possible to generate displacement map out of it to get rid of that heavy hires object?

  • @piwypd0
    @piwypd0 4 года назад

    so.... this is like a "project all" from zbrush without using displacements or nromal maps?

  • @sightedits
    @sightedits Год назад

    does it work if have used hair particles?

  • @canoksas2979
    @canoksas2979 2 года назад

    Hey! Awesome video but i have a question. Is it possible to bake these modifiers for fbx export to another 3D engine like Unreal engine? :)

  • @allenl9214
    @allenl9214 3 года назад

    What is a quick way to create the low res mesh? Or does it have to be created manually through retopology?

  • @32590129
    @32590129 3 года назад

    Could you make a video on uv mapping udim in blender. ?

  • @philippnurnberg5245
    @philippnurnberg5245 3 года назад

    Is this the way how you would do it in production? My problem is I would like to archive as many details as possible to use displacement maps and I'm using Blender for offline rendering. But I haven't found a good process to render high poly models because they have no UV maps. This video is the closest solution to my problem I have seen so far.

  • @irkendragon
    @irkendragon Год назад +2

    I wonder what this would be used for, if you wanted to animate that lowpoly mesh, but then you deform it or move it away from the underlying hidden high poly mesh, wouldn't the shrinkwrapped details be messed up since they no longer align?

    • @chopsuey4698
      @chopsuey4698 11 месяцев назад +1

      Exactly... I really don't understand the point.

  • @YuriKruglov
    @YuriKruglov 2 года назад +1

    How you going to animate lowpoly mesh with shrinkwrap modifier? If you want to apply shrinkwrap first you have to apply subdivision modifier too and in that case there is no difference because of lowpoly became highpoly

    • @Bingbangbong28
      @Bingbangbong28 Год назад +2

      thats why u need to use multires to save those high res details onto low poly mesh. this tutorial sucks because they missed out the most crucial step

  • @TiagoTiagoT
    @TiagoTiagoT 4 года назад

    No baking normals/bumpmap?

  • @carlossuarez9272
    @carlossuarez9272 3 года назад

    How can i made the low res Mesh first ?

  • @indee6190
    @indee6190 4 года назад

    What is the difference between this and exporting displacement maps?

  • @stanleybanyerah6066
    @stanleybanyerah6066 Год назад

    can you do one on baking high rez to low rez

  • @captanblue
    @captanblue 4 года назад

    This is an interesting tip but causes me so many problems on just a basic suzanne model. Like, it looks messed up inside and the eyesockets just look bad.

  • @Acme_the_rubberhose_dog
    @Acme_the_rubberhose_dog Год назад

    Ok this is a super stupid question, but I'm new to the program
    Do i have to apply em both? And then finishing with the multi res details?
    This model I'm making is just fo display and render only

  •  4 года назад

    Great tip, although the low poly mesh generated is not useful for anything, because you literally need the high poly mesh underneath to make trick. Is there a way to keep the low poly as a stand alone object keeping all the detail?

    • @Bingbangbong28
      @Bingbangbong28 Год назад

      thats where multires mod comes into play. go and do some research on it albeit late response, it answers ur question

  • @getrekt8365
    @getrekt8365 4 года назад +1

    To get it straight: is this the same as projecting subtools in zbrush? Just another way to do it in blender?

  • @workingZen
    @workingZen 4 года назад

    Yeah but once done, are we meant to apply the modifiers?

  • @Andredy89
    @Andredy89 3 года назад

    Can I bake HP to LP this way?

  • @moleytron
    @moleytron 4 года назад

    so why/when would you use this instead of baking a normal map? don't you need to apply the shrinkwrap prior to animating to prevent the shrinkwrap from recaulating each vertex each frame that are now in the wrong position?

  • @jaquesmerde9146
    @jaquesmerde9146 4 года назад

    Ok question maybe a noob thing but... if you shrinkwrap a clean topology on the unusual sculpt mesh you still cant animate it right cause the topolgy would slide over the mesh instead of deforming the details? Or am i thinking wrong?🤔

  • @giovannigiorgi69420
    @giovannigiorgi69420 4 года назад

    How do I get the lowres model?

  • @rafarodriguez4765
    @rafarodriguez4765 4 года назад

    Good explanation. So...It is the same result as Baking High res into Low res mesh of Substance Painter? If so, I would do it in Blender to save one step of moving model to other software.

    • @FlippedNormals
      @FlippedNormals  4 года назад +1

      The difference is that this actually projects the model and you have it in raw polygons, while in Painter you'll bake it into a map.

    • @rafarodriguez4765
      @rafarodriguez4765 4 года назад

      @@FlippedNormals Thanks. In this case, my question is: After having your model projected in raw polygons into your Low res model, I guess you can extract its normal map, and this normal map, would be the same as the mentioned baked map extracted from Painter?

  • @romannavratilid
    @romannavratilid 4 года назад

    Im not sure i get it...whats the difference with this in comparison to using Zbrush and his "project" feature to transfer hi poly (details) to lower poly mesh...?

  • @XxxTheGoldenApplexxX
    @XxxTheGoldenApplexxX 4 года назад

    As someone who currently doesnt have any money to buy anything. Would you guys recommend using blender's texturing tools for freelance work?

    • @tonituo78
      @tonituo78 4 года назад

      Depends on what kind of texturing you need to do. Blender isn't most optimal texturing solution out there but it's capable.

  • @andrewgarcia162
    @andrewgarcia162 3 года назад

    what if my mesh is only high-res how do I dumb it down

  • @KatouMiwa
    @KatouMiwa 3 года назад

    is it normal to have 2 fps for play back using this?? cause even when i hide everything i get 2 fps. and i aimed it all down too subduvison modifer levels viewport i think. for me, levels view port looks good at 3, but even with it at 1, i get 3 fps..... thats with no details and the typo is clean so no clue why its laggin so bad how am i supposed to animate D:

  • @inoyashakitbu1178
    @inoyashakitbu1178 2 года назад

    but now im not really sure where I really use this technique ? for example I mainly model game assets rarely with sculpting.
    My question is, you use an active SubD mostly for the Details. But when you export this Object to fbx or obj, how high is then the Tris ? Because when you accept the modifiers, than you are back to a really high poly Model ?

  • @Bookofwords
    @Bookofwords Год назад

    me every few mins watching this "thats a good archon from andromeda"

  • @kavikanaveli8348
    @kavikanaveli8348 4 года назад

    How are you suppose to get the same shape of it without any details?

  • @cgarcane6653
    @cgarcane6653 4 года назад

    more tips! plz!)

  • @Cyber_Kriss
    @Cyber_Kriss 4 года назад +1

    Sorry, I did not understand one thing (I am kinda new into Blender).
    How did you got that "low poly" version of your sculpt ?
    I tried to use the decimate modifier on my sculpt, but the results are nowhere like yours...

    • @QuickStick0
      @QuickStick0 4 года назад +1

      Its is manually done retopology. They did a video on it if you search "Blender 2.8 Retopology" on their channel.

  • @Mrkrillis
    @Mrkrillis 4 года назад

    How would I take the low res model with the high res projection into a game engine like unreal or unity

    • @josephbrandenburg4373
      @josephbrandenburg4373 4 года назад +1

      You should probably bake the normals from the high-res to the lo-res. Or bake displacement.

    • @Mrkrillis
      @Mrkrillis 4 года назад

      @@josephbrandenburg4373Thanks !

  • @PiNPOiNT2K
    @PiNPOiNT2K 4 года назад

    Check out this awesome free Retopo MT blender addon: gumroad.com/l/cNGNb

  • @alfredmerton5365
    @alfredmerton5365 4 года назад

    So you always use this method after retopology.

  • @Skyefaux
    @Skyefaux 4 года назад +1

    I want more tips :)