Hey Bran thank you for the nice tutorial! I notice as i try to use shrinkwrap that you didnt mention to join the ear with the head at 15:34. So if anyone have problems with it try to join both of them together
Ah I rewatched it and see what you mean. From what I remember, I had some trouble when editing this video and lost some of the footage and ended up rerecording some parts and must have forgot. Thanks for pointing it out, I'll pin your comment in case someone has trouble 👍
@@BranSculpts im not sure if im doinh it right could you take a look and tell me if i need to fix any thing? screen shots of the head next to the references docs.google.com/document/d/1-kAvg04eGe6I9VkjxzAHR3pXR3yvIIsLK0vgZadYB34/edit
I remember how retopo discouraged me from finishing my projects, it was too laborious for me. But now somehow retopo works for me, thanks for the explanation, it will definitely come in handy ;D
Funny how I was just remembering how unreasonably difficult retopo seemed when I was new to Blender. Guess it's hard for a learner to finally get a model to look the way they want and then realize there's a lot more work to do? I think it's pretty common
@@captainbruhbeard8950 Yeah, it's very common, when I couldn't handle myself, I just resorted to such automatic retopo, where I wasn't even satisfied with the result
I'm starting to usr blender, and the part that I love the most until now is the retopo Everyone keep saying that is the wprst part, so I think that I am doing somenthing wrong- 💀
tell me, how did you get over that barrier, how did it feel? I can sculpt up characters all day, but man retopo is something I dread and never finished.
22:18 Here you Instantly have a shrinkwrap around the head, which you connected to the ear. This wouldve helped me for the next video. I was trying to figure out, how you had the form of the ears, lips, nose and cheek like like in your sculpt head.
this part lowkey saved my motivation for this project, I was super unhappy and frustrated with the sculpt but after the retopo the head looks decent for me and im happy with it. so glad I told myself to watch this video today
I LOVE this tutorial! I def gotta say though, what you mentioned at 23:20 is a godsend and saved me so much time - having the multi res and shrinkwrap modifier together.
Wonderful tutorial series, it's helping me out so much! There is a cut in the video at around 10:57 though where a loop cut must have been added to the cheek because the number of verts don't match once you start on the mouth so if anyone is having trouble just a add a loop cut on the cheek!
Time Stamps - Moments of Great Help 00:26 Intro 00:35 Road Map [Sculpt Mode] - Painting Loops of the base mesh 02:42 Retopo Start 19:38 Clean Up How to: 1. Smooth Tool [Edit Mode] 2. Slide Relax [Shift Mode] 3. Modifiers Applying Order 4. Mean Crease [Use in Subdivision Modifier]
I've watched a few retopology tutorials before, going so far as to download polyquilt because I found things to be too difficult, but the retopo section of this video was probably the easiest to follow that I've seen yet.
hands down the best tutorial for a character start to finish there is. keep coming back to this one for how goode it is. well done should do more in the fututre
My man you make this look soo easyy!! I've been watching your tutorial for several days now!! Btw, i'm learning so much new stuff from you i love you you're the best
The stray polygon jumpscare at 13:20 had me cackling haha, great video! I've looked at dozens of videos and none of them does this process as smoothly and easy to follow as your does. Thanks :)
@@BranSculpts I think it's because you cut each of the parts into basic sections with colour coding, which for someone with ADHD like myself, I find helps a lot ^^
Thanks! I'm pretty lazy when it comes to retopo as well. I've been wanting to look into the softwrap addon so maybe I just have to make one really good basemesh and reuse it on future sculpts 🤔
I have got to say, this Tutorial has gotten me so far into my character design stuff it's not even funny. I love it and totally appreciate the help, thank you so much!
I am curious, is it possible to still create a model of the inside of the mouth in the retopology phase or would that need to be included during the blockout phase? I wanted to try and have that prepared for the rigging/animating step so I could get some cool facial expressions on the model.
im so happy to find that crease way to add detail, cause previously i would add a multiresolution modifier but that wouldn't allow me to change things in the topology and animation. thank you so much :)
Hello, at 3:18 you merged at center and the pivot point seems to follow the vertex after you move it in edit mode. However, it doesn't for me and I am using blender 4.0. This is then messing up my mirror modifier. How do I solve this issue?
Hi! I had the same issue, I solved it by using the E from the last point one more time, placing it near the first dot and then i selected them both and clicked merge - at cursor. You might need to move it around if it snaps at a weird point but thats what did it for me
" The heck is that?" at 13:23 killed me.🤣. I have to say this is the first tutorial (I have done my fair share) that shows a practical way of understanding the face loops and guiding how to place them. Most tutorials tell you where the loops should be then the person goes on the create stuff in the air that, for them not me, magically seem to always come together. Your tut demystifies head re-topology and makes it look doable by mere mortals. I tried, box modelling- struggled with the face loops. I tried adding a plane and extruding straight on reference image to quickly build the head - struggled with polygon cuts that didnt match and end up creating Tris and N-gons. I then tried blocking and sculpting... that gave me a workable and somewhat decent mess of a mesh to start retopo on but the idea of retopology especially on the head literally stopped me proceeding. I never understood how the head polygons and the face loops could eventually end up together without some voodoo witchcraft methods that most tuts expect you to suddenly understand. I am almost in tears just realizing this tutorial is the best thing since I decided to create my own characters and I just really wanted to say THANK YOU mate. This is by far the best tutorial I have seen on this subject.
Aww.... that is so kind of you. I hope that I explain everything as simple and clear as I can when I make these videos. I went through a lot of tuts and found a workflow that works for me. I am still working on making the process easier for myself as well as anybody else who watches these. Always learning and trying to do better. Keep up the good work and I look forward to seeing your end results.
@10:55 A wild loop cut appeared! Looks like you might've cut part of the video where an extra cut was added across the cheek, in line with the lips. I was super confused for a moment there! Either way, I'm super grateful for this series. I sure picked the right time to learn sculpting :D
Sorry about that. I had some trouble during editing and a few clips came up missing 😵💫 the topology I laid doesn't have to be followed to the T though. Just wanted to show the important loops and how you could connect them together. 👍
@@BranSculpts Haha, all good :D I've been sculpting my own character, but following your process *very* closely as it's my first time doing any form of high-poly modelling/retopology and I was nervous about making a mess. It wasn't until I got towards the end of this video that I started experimenting more with my own loops, to better fit my character's non-pointy ears. Either way, I doubt I'd have made as much progress as I have so far without these tutorials. The workflow is super intuitive, and presented so succinctly. More importantly, following along is giving me great results in my own work. Thank you so much for putting these out!
hey this has been the best series ive watched yet its just that when i apply the subdivision modifier i lose a lot of my details in the face like the ridges around the eyes and my nose, along with the details of my ear. Is there any way i can fix this? When i use the mean crease it just makes the edge sharp and doesnt quite look the same as yours. Any help greatly appreciated!!
Wow super cool retopo tutorial bro! Thank you so much, I was a bit afraid of retopo but your approach is the first time o am not freak out by it 😜 I will try it your way. Thank you very much, you got a new fan 😀 👍
The addon that adds more primitives also give you the possibility to create a single vert as an object. That could make the process of creating a plane, then scaling, it then merging into a single vert more easier
how do you make the eyes come back after the paint tool turns them off? edit: turn off setting at 3:57, also in the viewport top-right dropdown menu change back to "material" and "backface culling" was turned on as well
Love the accent lol And great video, out of all the ones I watched, I felt very confident about yours, and we're working on similar models, so this is spot on what I'm looking for. I love your lil techniques and especially the sharping of the edges at the end, nice little touch, very much needed.
Hello and thank you very much for this series , at the timestamp 23:00 I noticed you switched the head from the painting mode to the material colors.. the video jumped and you no longer had the painted plan for topology. Currently stuck here cause I am trying to follow with understanding
Your tutorial series is great, Bran! Very detailed and well explained. However, it made me wonder about this: why spend time sculpting if the end result will drop a lot of that high poly, nice detail placed upon the naked body, the very fine details. Isn't that wasted, partially at least, since the end model will be simplified, then clothed and low poly anyway? I understand the retopology necessity, for animation, rigging, performance in various use cases, exporting to game engines. I might have missed the explanation of your workflow, but after the retopology, you didn't explain or perform any baking of the sculpted mesh onto the low poly one. I learned that this is one popular way of preserving the details while decreasing the poly count. Did you have an alternative? Or did you intend to keep a sufficient and good enough level of detail with only the retopology and you think you didn't need any extra steps? Sorry if I didn't follow exactly, this confused me a bit as I thought there must be a follow up to the retopology, to regain the detail.
No, we only make retopo for games cuz more vertices = less performance, but for any onther applications where the mesh is gonna stay still it doesn't matter how many verts you have
This is a rlly good tutorial, this definitely makes me feel a bit more comfortable with reto, 9:52, this is rlly off topic, but this reminded me that there is an angle we humans can’t process and our brain tricks us into thinking we are looking at the front of a face when we are actually looking at the back 😅
Okay I’ve had this problem for weeks now, after you unclip the plane from the face at 3:59 there’s a cut in the video where above the eye it’s not filled in, I currently have that issue how did you get it filled in?
When i apply the retopology with the shrinkwrap modifier, it doesn't do the thing you do at the end where you can change expressions. Is there something which i missed?
Hi Bran! At first, thanks for your videos, they help me too much with my degree :) Furthermore, at minute 5:33, when i extrude, the vertex dont do the same as you, dont converge in the center and enter in the other side. Do you know what the problem could be? I hope you could help me, thank you so much
Thank you for this set of videos. I've attempted to bring my, admittedly substandard, 2D art into a 3D character 4 times. Each time working with different methods and none of them were really working out for me. I couldn't made the workflow work for me. But after going through the first four videos I was able to get the head retopologized. Though the ears gave me a problem since I'm working on a human character with a rounded ear. I got the head down to 3112 faces / 6224 triangles which is a very good start for my, self imposed, budget of 6t0->80 tringles for the body, and everything is a nice quad. One thing I was wondering, is near the end of this video you selected half the faces, deleted them, created a new mirror modifier and applied it. Why not use the automirror tool? It seems to do selection, deletion, modifier add portion of it.
Never found out. Have you yet? I am having an issue where I can't extrude or even click my merged plane after. So I was wondering if that had to do with that maybe?
I always had so much trouble wth face retopo, but omg, this video was so great, that I just finished making the head of my character that was laying around in like on-off 1 afternoon? (it's not a human, so I had to reimagine some of the loops/add different ones) This video is perfect, than you so much Bran! Now it's tme to give them clothes, rig them and check if the model deforms right, wish me luck 😔
I'm new to the blender for about half of the month. Awesome tutorial man. I have a question, can I use the plugin called Quadremesh instead of doing retopology manually. I see you also have it and is there any difference between those methods? Thank you for your explanation. Great video and keep it up!
hey bran wanted to ask how can i do the topology cause my face isnt even the left is different form the right so cant do the topology and when i go to edit mode of the face delete half of it and mirror the side i like it just makes the privious half back and it isnt the same face. Pls what can i do want to do topology and go to the next video
great tutorial! i was just wondering though at 22:30 i see you matched the size of the topology to the head, how did you do that? unless you manually shaped it to fit i must be doing something wrong lol
@Bran Sculpts It's hard to explain without showing what I mean, so I sent a twitter dm to show you what I mean. If it really is the mirror modifier then sorry for the dumb question lol 😅
If you set the Target of the shirnkwrap to the sculpted head, then the retopo wraps around it. And don't forget to join the ears (with mirror applied!) to the head. I think that's what you meant. If you look closely you can see the change in 22:17
24:49 How are you moving the mouth and closing the eyes like that? Is it a later on tutorial? And when did you paint the pupils in her eyes? I got confused there, if you could help me, please.
I was closing the eyes by scaling the eye loop on the z axis with proportional editing. And the mouth I was just moving verts around. The pupil was made in the video before this at around 8 1/2 minute mark.
Hello! I've followed these tutorials so far and my character is coming along nicely thanks to these tutorials. I was wondering tho, after I complete these tutorials would my sculpt/character be ready for 3d printing, or is there any other steps I would need to take to make it printable? Any tutorials you'd recommend on the subject?
It's a little difficult to sculpt your face, I've redone my face several times and none of them got a satisfactory result. Of course I'm a beginner, but I'm pushing myself to make the character at least as close to the one in the video. Bran, could you make a series focused just on the character's face, some proportions or references a little more specific? Congratulations on the videos, the series is perfect and I intend to finish this character
Will there be a part about rigging and weight painting? So glad you did a tutorial btw, cant wait to follow it for my next project, huge fan of your work!
Yes, we'll rig and paint a bit. Just enough to have a poseable/editable base mesh. We're not gonna get into heavy weight painting, shape keys and drivers since we're just trying to make a character sculpt.
Hey, Bran. I'm doing Head Retopology following your guide and I have the problem of trasparent eyes and teeth (my character has massive fangs). I've notice you had the same at 23:01 and at 23:05 it's fixed. I tried to google and bunch of options but none of them led to decision. Please help me^^
took me a while but i found it :) select the head object, then go to 'object' (the yellow/orange square) then head to 'viewport display' and de-select 'In Front" this dit it for me :) this does unfortunatly not give me the material back :/
i have a question: if you were to have a completely round head with no facial features whatsoever (so basically a circle), how would you retropology that?
Ok...the Mesh is kinda...smaller than the original sculpt...do i have to adjust the size? Because i see in your video it was the same with you, but after a cut the Mesh was of the same size
Hey Bran thank you for the nice tutorial! I notice as i try to use shrinkwrap that you didnt mention to join the ear with the head at 15:34. So if anyone have problems with it try to join both of them together
Ah I rewatched it and see what you mean. From what I remember, I had some trouble when editing this video and lost some of the footage and ended up rerecording some parts and must have forgot. Thanks for pointing it out, I'll pin your comment in case someone has trouble 👍
Thank you !!
@@breakingmoody9902 Thank retopology sucks like HELL
@@BranSculpts im not sure if im doinh it right could you take a look and tell me if i need to fix any thing?
screen shots of the head next to the references
docs.google.com/document/d/1-kAvg04eGe6I9VkjxzAHR3pXR3yvIIsLK0vgZadYB34/edit
@@BranSculptsidiot man
I remember how retopo discouraged me from finishing my projects, it was too laborious for me. But now somehow retopo works for me, thanks for the explanation, it will definitely come in handy ;D
Funny how I was just remembering how unreasonably difficult retopo seemed when I was new to Blender. Guess it's hard for a learner to finally get a model to look the way they want and then realize there's a lot more work to do? I think it's pretty common
@@captainbruhbeard8950 Yeah, it's very common, when I couldn't handle myself, I just resorted to such automatic retopo, where I wasn't even satisfied with the result
Same. Retopo is just so time consuming. But I've found if you plan it out beforehand, the actual process isn't all that bad.
I'm starting to usr blender, and the part that I love the most until now is the retopo
Everyone keep saying that is the wprst part, so I think that I am doing somenthing wrong- 💀
tell me, how did you get over that barrier, how did it feel? I can sculpt up characters all day, but man retopo is something I dread and never finished.
22:18 Here you Instantly have a shrinkwrap around the head, which you connected to the ear. This wouldve helped me for the next video. I was trying to figure out, how you had the form of the ears, lips, nose and cheek like like in your sculpt head.
I swear your tutorials are a gold mine
Now this has helped me understand character sculpting way more than most videos.
Ive been looking for more full realtime sculpting tutorials. They’re very helpful for beginners! Thank you keep it up 😊
this part lowkey saved my motivation for this project, I was super unhappy and frustrated with the sculpt but after the retopo the head looks decent for me and im happy with it. so glad I told myself to watch this video today
I LOVE this tutorial! I def gotta say though, what you mentioned at 23:20 is a godsend and saved me so much time - having the multi res and shrinkwrap modifier together.
Wonderful tutorial series, it's helping me out so much! There is a cut in the video at around 10:57 though where a loop cut must have been added to the cheek because the number of verts don't match once you start on the mouth so if anyone is having trouble just a add a loop cut on the cheek!
Thank you, I thought I was going crazy.
@@GlassOnion952 happy to help!
Time Stamps - Moments of Great Help
00:26 Intro
00:35 Road Map [Sculpt Mode] - Painting Loops of the base mesh
02:42 Retopo Start
19:38 Clean Up
How to:
1. Smooth Tool [Edit Mode]
2. Slide Relax [Shift Mode]
3. Modifiers Applying Order
4. Mean Crease [Use in Subdivision Modifier]
hands down the best retopo tutorial on YT (afaik). The process makes the most sense to me and it's super easy to follow. Thank you!!
Wow, thanks!
one of the best tutorials ive seen on this
As a complete beginner retopology ruined my mood for making 3d models 😂
True Bro
I’m sure ai will be able to do it soon
@@fnord_lander there is a add on for it but its not free
I thought the same while watching the video, but is surprisingly easy
just wait until you have to uv unwrap
I've watched a few retopology tutorials before, going so far as to download polyquilt because I found things to be too difficult, but the retopo section of this video was probably the easiest to follow that I've seen yet.
Thanks so much! Glad it helped!!
Practiced this twice and got it right😎it needs a patient person, thanks man💪
hands down the best tutorial for a character start to finish there is. keep coming back to this one for how goode it is. well done should do more in the fututre
My man you make this look soo easyy!! I've been watching your tutorial for several days now!!
Btw, i'm learning so much new stuff from you i love you you're the best
Awesome, thank you!
Thank you!! your videos inspired me and convinced me that everything is not as difficult as it seems!!
I have no words to describe how this retopology drives me crazy
Great, detailed and well explained walkthrough of retopology in Blender - Thank you so much for this tutorial!
You're very welcome! Glad it was helpful! 👍
never knew about mean crease , seems really handy! glad i learned it early on, wicked…!!!
👍👍👍
The stray polygon jumpscare at 13:20 had me cackling haha, great video! I've looked at dozens of videos and none of them does this process as smoothly and easy to follow as your does. Thanks :)
Haha I have no idea how it even got there!a
At long last, it has finally arrived! Excited for this next step in the process!
👍
@@BranSculptsidiot man
Some how you made retopology a lot easier, thank you!
I'll be using this in the future ^^
Glad I could help!
@@BranSculpts I think it's because you cut each of the parts into basic sections with colour coding, which for someone with ADHD like myself, I find helps a lot ^^
I love this! Simple and to the point. Great job on the video. Thank you!
Glad you enjoyed it!
The retopology still makes me lazy but seeing how you did it gives me ideas to make it easier, good video
Thanks! I'm pretty lazy when it comes to retopo as well. I've been wanting to look into the softwrap addon so maybe I just have to make one really good basemesh and reuse it on future sculpts 🤔
Thank you so much! Your videos are the best I've seen for far for sculpting characters in blender!
Wow, thanks!
Tysm, my PC was crying 😂
I have got to say, this Tutorial has gotten me so far into my character design stuff it's not even funny. I love it and totally appreciate the help, thank you so much!
I am curious, is it possible to still create a model of the inside of the mouth in the retopology phase or would that need to be included during the blockout phase? I wanted to try and have that prepared for the rigging/animating step so I could get some cool facial expressions on the model.
We'll get to it after the body!
im so happy to find that crease way to add detail, cause previously i would add a multiresolution modifier but that wouldn't allow me to change things in the topology and animation. thank you so much :)
Glad I could help!
Hello, at 3:18 you merged at center and the pivot point seems to follow the vertex after you move it in edit mode. However, it doesn't for me and I am using blender 4.0. This is then messing up my mirror modifier. How do I solve this issue?
Hi! I had the same issue, I solved it by using the E from the last point one more time, placing it near the first dot and then i selected them both and clicked merge - at cursor. You might need to move it around if it snaps at a weird point but thats what did it for me
5:31 How? I press E + X and Move Left, Why is not merging? its Just Not Collided for me?
" The heck is that?" at 13:23 killed me.🤣. I have to say this is the first tutorial (I have done my fair share) that shows a practical way of understanding the face loops and guiding how to place them. Most tutorials tell you where the loops should be then the person goes on the create stuff in the air that, for them not me, magically seem to always come together. Your tut demystifies head re-topology and makes it look doable by mere mortals. I tried, box modelling- struggled with the face loops. I tried adding a plane and extruding straight on reference image to quickly build the head - struggled with polygon cuts that didnt match and end up creating Tris and N-gons. I then tried blocking and sculpting... that gave me a workable and somewhat decent mess of a mesh to start retopo on but the idea of retopology especially on the head literally stopped me proceeding. I never understood how the head polygons and the face loops could eventually end up together without some voodoo witchcraft methods that most tuts expect you to suddenly understand. I am almost in tears just realizing this tutorial is the best thing since I decided to create my own characters and I just really wanted to say THANK YOU mate. This is by far the best tutorial I have seen on this subject.
Aww.... that is so kind of you. I hope that I explain everything as simple and clear as I can when I make these videos. I went through a lot of tuts and found a workflow that works for me. I am still working on making the process easier for myself as well as anybody else who watches these. Always learning and trying to do better. Keep up the good work and I look forward to seeing your end results.
@10:55 A wild loop cut appeared!
Looks like you might've cut part of the video where an extra cut was added across the cheek, in line with the lips. I was super confused for a moment there!
Either way, I'm super grateful for this series. I sure picked the right time to learn sculpting :D
Same thing again for a jaw/forehead loop which appears somewhere between 10:47 and 12:22
Sorry about that. I had some trouble during editing and a few clips came up missing 😵💫 the topology I laid doesn't have to be followed to the T though. Just wanted to show the important loops and how you could connect them together. 👍
@@BranSculpts Haha, all good :D
I've been sculpting my own character, but following your process *very* closely as it's my first time doing any form of high-poly modelling/retopology and I was nervous about making a mess. It wasn't until I got towards the end of this video that I started experimenting more with my own loops, to better fit my character's non-pointy ears.
Either way, I doubt I'd have made as much progress as I have so far without these tutorials. The workflow is super intuitive, and presented so succinctly. More importantly, following along is giving me great results in my own work. Thank you so much for putting these out!
thankyou, very much for this series
Yw!
hey this has been the best series ive watched yet its just that when i apply the subdivision modifier i lose a lot of my details in the face like the ridges around the eyes and my nose, along with the details of my ear. Is there any way i can fix this? When i use the mean crease it just makes the edge sharp and doesnt quite look the same as yours. Any help greatly appreciated!!
Amazing I have been trying to create a 3d character and this series is a huge step. I love it
Thanks! Glad it helps!
Imma have to watch this video 20 + times. WIsh I could of found this sooner
Oh it’ll probably be more than that 😵💫
At 12:18 he adds another loopcut around the head, if you are wondering why it might not line up for you when he gets to the chin area 🙂
Many thanks, was confused
Mvp
woahhh slide relax tool in smooth mode does wonders, i wish I knew it existed when I was getting started
Right when i finished part 3 Thank you!!
No problem!!
This is the best head retopology video!! Thank you, you´re amazing teacher
Wow super cool retopo tutorial bro! Thank you so much, I was a bit afraid of retopo but your approach is the first time o am not freak out by it 😜 I will try it your way. Thank you very much, you got a new fan 😀 👍
Glad I could help! You can do it, man!
The addon that adds more primitives also give you the possibility to create a single vert as an object. That could make the process of creating a plane, then scaling, it then merging into a single vert more easier
Haha I forgot all about the extra objects addon! XD
At 23:20 where you were talking about how you could use a multi res mod and shrinkwrap it, do you think you could explain how to do that?
how do you make the eyes come back after the paint tool turns them off?
edit: turn off setting at 3:57, also in the viewport top-right dropdown menu change back to "material" and "backface culling" was turned on as well
Love the accent lol
And great video, out of all the ones I watched, I felt very confident about yours, and we're working on similar models, so this is spot on what I'm looking for. I love your lil techniques and especially the sharping of the edges at the end, nice little touch, very much needed.
Awesome, these are great really feel like I'm making progress following these.
Great to hear! You got this!
Now that was a dope video! I really needed this one! Thanks!
Glad it was helpful!
I just wanna thank you you re amasing
Thanks man, you are realy helping a lot with this tut. Kep going!
Thanks, will do!
Tysm 😭 I finally could Fix that low poly face tysm 🥲
Hello and thank you very much for this series , at the timestamp 23:00 I noticed you switched the head from the painting mode to the material colors.. the video jumped and you no longer had the painted plan for topology. Currently stuck here cause I am trying to follow with understanding
I think during the jump I hid the head sculpt and turned off "in-front" for the retopo head.
Your tutorial series is great, Bran! Very detailed and well explained.
However, it made me wonder about this: why spend time sculpting if the end result will drop a lot of that high poly, nice detail placed upon the naked body, the very fine details. Isn't that wasted, partially at least, since the end model will be simplified, then clothed and low poly anyway?
I understand the retopology necessity, for animation, rigging, performance in various use cases, exporting to game engines.
I might have missed the explanation of your workflow, but after the retopology, you didn't explain or perform any baking of the sculpted mesh onto the low poly one. I learned that this is one popular way of preserving the details while decreasing the poly count. Did you have an alternative?
Or did you intend to keep a sufficient and good enough level of detail with only the retopology and you think you didn't need any extra steps? Sorry if I didn't follow exactly, this confused me a bit as I thought there must be a follow up to the retopology, to regain the detail.
Quick question. How did you get your eyes back at 23:02? Im stuck on this part
Turn off "in front" on your retopo mesh
i like your methods to everything, nice vids
I appreciate that!
Thank you for sharing this ❤❤❤❤
Your videos are top notch! Very well done.
If you are modelling for 3d printing and not games etc is there a reason to retopo? Or is it still important to get the count down
No, we only make retopo for games cuz more vertices = less performance, but for any onther applications where the mesh is gonna stay still it doesn't matter how many verts you have
Thanks it really helped me out and its fun :)
This is a rlly good tutorial, this definitely makes me feel a bit more comfortable with reto, 9:52, this is rlly off topic, but this reminded me that there is an angle we humans can’t process and our brain tricks us into thinking we are looking at the front of a face when we are actually looking at the back 😅
Hey, quick question at 23:02 how did you get your pupils back?
Btw loving the tutorial 👍👍
In the upper right corner - Viewport Shading menu - Color - Material
I hope I help someone with this ❤
@@kukluxy you really did!
But why can i See Through My eyes my Ears ? How can i fix it ?
the fact that i never planed it using the colors is just dumb hahaha this will speed my workflow a lot thank u
Good to hear! I only started trying it out a couple of weeks ago and it seems like it keeps me on track
Okay I’ve had this problem for weeks now, after you unclip the plane from the face at 3:59 there’s a cut in the video where above the eye it’s not filled in, I currently have that issue how did you get it filled in?
When i apply the retopology with the shrinkwrap modifier, it doesn't do the thing you do at the end where you can change expressions. Is there something which i missed?
While on sculpt mode, I prefer to turn on wireframe on the viewport overlays. There we can turn down it’s opacity
This works too
@@BranSculpts I assigned it to F5 ᕦ(ಠ_ಠ)ᕤ
Hi Bran! At first, thanks for your videos, they help me too much with my degree :)
Furthermore, at minute 5:33, when i extrude, the vertex dont do the same as you, dont converge in the center and enter in the other side.
Do you know what the problem could be?
I hope you could help me, thank you so much
I solve that! If happened the same to you, when you use mirror, press "clipping" and then the vertex converge in the center :)
Thank you for this set of videos. I've attempted to bring my, admittedly substandard, 2D art into a 3D character 4 times. Each time working with different methods and none of them were really working out for me. I couldn't made the workflow work for me. But after going through the first four videos I was able to get the head retopologized.
Though the ears gave me a problem since I'm working on a human character with a rounded ear. I got the head down to 3112 faces / 6224 triangles which is a very good start for my, self imposed, budget of 6t0->80 tringles for the body, and everything is a nice quad. One thing I was wondering, is near the end of this video you selected half the faces, deleted them, created a new mirror modifier and applied it. Why not use the automirror tool? It seems to do selection, deletion, modifier add portion of it.
Quad remesher with X symmetry :) done
I can't find "project individual element" under snapping at 3:16. Has anyone found out why this isn't an option?
Never found out. Have you yet? I am having an issue where I can't extrude or even click my merged plane after. So I was wondering if that had to do with that maybe?
Hi, I have the same problem, have you found any solution for this yet?
I always had so much trouble wth face retopo, but omg, this video was so great, that I just finished making the head of my character that was laying around in like on-off 1 afternoon? (it's not a human, so I had to reimagine some of the loops/add different ones) This video is perfect, than you so much Bran!
Now it's tme to give them clothes, rig them and check if the model deforms right, wish me luck 😔
thank you for the tutorial sir, this method is easy to follow for noob like me lol
I'm new to the blender for about half of the month. Awesome tutorial man. I have a question, can I use the plugin called Quadremesh instead of doing retopology manually. I see you also have it and is there any difference between those methods? Thank you for your explanation. Great video and keep it up!
hey bran wanted to ask how can i do the topology cause my face isnt even the left is different form the right so cant do the topology and when i go to edit mode of the face delete half of it and mirror the side i like it just makes the privious half back and it isnt the same face. Pls what can i do want to do topology and go to the next video
great tutorial! i was just wondering though at 22:30 i see you matched the size of the topology to the head, how did you do that? unless you manually shaped it to fit i must be doing something wrong lol
You mean adding the mirror modifier?
@Bran Sculpts It's hard to explain without showing what I mean, so I sent a twitter dm to show you what I mean. If it really is the mirror modifier then sorry for the dumb question lol 😅
@@artemisrealm8176 no worries! Don't be afraid to ask any questions at all 🤙
If you set the Target of the shirnkwrap to the sculpted head, then the retopo wraps around it. And don't forget to join the ears (with mirror applied!) to the head. I think that's what you meant. If you look closely you can see the change in 22:17
@@misho9038 That's actually a great tip. Thanks!
24:49 How are you moving the mouth and closing the eyes like that? Is it a later on tutorial? And when did you paint the pupils in her eyes? I got confused there, if you could help me, please.
I was closing the eyes by scaling the eye loop on the z axis with proportional editing. And the mouth I was just moving verts around. The pupil was made in the video before this at around 8 1/2 minute mark.
@@BranSculpts we dont understand, i stuck on here 2 days
Hello!
I've followed these tutorials so far and my character is coming along nicely thanks to these tutorials. I was wondering tho, after I complete these tutorials would my sculpt/character be ready for 3d printing, or is there any other steps I would need to take to make it printable? Any tutorials you'd recommend on the subject?
I've been waiting
Haha here I am!
Great!!! Thankyou very much!!
You are welcome!
What do you think about automatic retopology tool ? Is manual retopology is nice to do it at first for learn or this is always better than auto tools
I love your voice and accent
thak you :D
👍👍
It's a little difficult to sculpt your face, I've redone my face several times and none of them got a satisfactory result. Of course I'm a beginner, but I'm pushing myself to make the character at least as close to the one in the video. Bran, could you make a series focused just on the character's face, some proportions or references a little more specific?
Congratulations on the videos, the series is perfect and I intend to finish this character
12:36 extrure also can use ctrl+ right mouse
Amazing!
Thank you! Cheers!
You should try out retopoflow addon. I can get retopology done in a 3rd of the time with a full model
thank, very nice vidéo
Yo thanks!
Will there be a part about rigging and weight painting? So glad you did a tutorial btw, cant wait to follow it for my next project, huge fan of your work!
Yes, we'll rig and paint a bit. Just enough to have a poseable/editable base mesh. We're not gonna get into heavy weight painting, shape keys and drivers since we're just trying to make a character sculpt.
@@BranSculpts nice, cant wait!
Hello, how do I keep the painted colors from sculpting mode to object mode? ty.
Hey there, what's your opinion on retopologizing with a subdivided plane?
Hey, Bran.
I'm doing Head Retopology following your guide and I have the problem of trasparent eyes and teeth (my character has massive fangs). I've notice you had the same at 23:01 and at 23:05 it's fixed. I tried to google and bunch of options but none of them led to decision. Please help me^^
took me a while but i found it :)
select the head object, then go to 'object' (the yellow/orange square) then head to 'viewport display' and de-select 'In Front"
this dit it for me :)
this does unfortunatly not give me the material back :/
clean
Gracias! 🇨🇷
Yw! 👍
i have a question: if you were to have a completely round head with no facial features whatsoever (so basically a circle), how would you retropology that?
If you plan on sculpting or using it later, yeah you would retopo it.
Ok...the Mesh is kinda...smaller than the original sculpt...do i have to adjust the size?
Because i see in your video it was the same with you, but after a cut the Mesh was of the same size
When I press g to put the verticies onto the sculpt it totally breaks the model, idk why :(
can you suggest me laptop for 3d animation videos in blender ... please reply 🙏
Thanks
Never thought to map it out first with the paint tool my brain
I only started doing it recently. It's keeping me from getting off track!