Something similar applies in photogramnetry. You get superdetailed models with millions of polygons.Then you build a low polt model usong shrinkwrap and transfer on It the detailed Maps (diffuse, normale, dispiace). Great tutorial as Always.
Great content, your vids are both entertaining and informative. It was fun seeing you exploring this workflow. However the end result you could have got much easily and with much more control - using simple retopo over the sculpt plus solidify modifier applied. Looking forward for your next videos :)
its much faster to go the opposite way, start with super low base model. Dont use remesh at all because it creates horrible geometry/ topology and it does not preserve sharp edges, instead use the multi res. Sculpting will affect the base mesh and allow you to attach all the extra detail you need without messing up your topology. Mulitres can screw up sculpting data if you edit your mesh but that is easy to fix with a shrink wrap modifier. What is even better is of course full multires sculpting and then using the quad remesher to automate repotology minimising the need to manual retopologize or even low poly base model to almost zero effort. But Quad remesher costs 100 euros , so its aint free or cheap but its value in time saved modeling wise is 10x times that.
1: quadremesher isn't good enough to make a game-ready asset, none of the auto-retopo tools are 2: it isn't always faster to make your low first, depends a lot on how you like to work and if you know hwat you're making, starting with the sculpt allows you to do the artistic part first making all your shapes and details then retopo after to put only the geo you need in exactly the spots you need it
Another way of doing the armor / clothing is to use a plane with shrink wrap modifier set to above surface, solidify modifier, and snap to faces turned on
Hello and thank you for your demonstration on Blender. Could you show us how you set up the lights and the backgrounds. I find your visual setup excellent for working and I would like to reproduce it to work on my creations. Thank you in advance.
Imphenzia .. This is awesome. I do like the start with sculpting and bring it back to low poly. But i must say in the end i got confused just like you. This tent to act creepy and not as intended . 😂 So i guess it is great for your charater but the clothes should be modeled separately 😊😊 I have to confess that i see some positive future for architecture modeling as well . ❤ Thank you for sharing your thoughts . 😊
This workflow is really good. You can adopt it from now on. Question: How can I import only a shader in a new file of Blender? I imagine that you don't have to create the shader every time. Could you give me a hint?
This workflow looks really great, feels perfect for lowpoly character modeling. Can't wait to see you test it with all kinds of models. :)
I really like your youtube channel because I learn a lot of new things in a fun, creative and original way. Thank you very much.
it was a blast to watch the full video, great workflow
Something similar applies in photogramnetry. You get superdetailed models with millions of polygons.Then you build a low polt model usong shrinkwrap and transfer on It the detailed Maps (diffuse, normale, dispiace).
Great tutorial as Always.
Definition of trust the process lol good job
This method and the way you have explained it may have changed my life.
Pretty interesting approach. Nice work! 😘👍
Careful there! Your getting awfully close to the professional pipeline of sculpt - > retop! :D
I think he just plays dumb, he is a Blender wizard!
when your daughter spoke in the video it scared the living hell out of me i thought some one was next to me loool
King of low poly
Great content, your vids are both entertaining and informative. It was fun seeing you exploring this workflow. However the end result you could have got much easily and with much more control - using simple retopo over the sculpt plus solidify modifier applied. Looking forward for your next videos :)
Awesome workflow definitely will try it!
its much faster to go the opposite way, start with super low base model. Dont use remesh at all because it creates horrible geometry/ topology and it does not preserve sharp edges, instead use the multi res. Sculpting will affect the base mesh and allow you to attach all the extra detail you need without messing up your topology. Mulitres can screw up sculpting data if you edit your mesh but that is easy to fix with a shrink wrap modifier. What is even better is of course full multires sculpting and then using the quad remesher to automate repotology minimising the need to manual retopologize or even low poly base model to almost zero effort. But Quad remesher costs 100 euros , so its aint free or cheap but its value in time saved modeling wise is 10x times that.
1: quadremesher isn't good enough to make a game-ready asset, none of the auto-retopo tools are
2: it isn't always faster to make your low first, depends a lot on how you like to work and if you know hwat you're making, starting with the sculpt allows you to do the artistic part first making all your shapes and details then retopo after to put only the geo you need in exactly the spots you need it
Looks great!
learn the skin modifier, then save it as collection, create armature from duplicate so you can go back, finally multi res for the sculpt part.
Love your videos. It's interesting that your old technique is 5x faster.
You're the best!
Jeez, Nice vid!!!
Another way of doing the armor / clothing is to use a plane with shrink wrap modifier set to above surface, solidify modifier, and snap to faces turned on
"I'm not sure if I'll do it in the 10 minutes"
*Checks video time at 51 minutes*
Awesome. Please refine it further and see where you can take it to further simplify modelling. Many Thanks.
Cool workflow. I think I'll try that on some of my messy photoscans...
thats actually a good technique
Hello and thank you for your demonstration on Blender. Could you show us how you set up the lights and the backgrounds. I find your visual setup excellent for working and I would like to reproduce it to work on my creations. Thank you in advance.
that sounds reasonable, but I prefer boxes, organic material + clothing feels too complex
and for game dev it sounds risky
I refuse to scuplt!!! nevaaaaaaa!!!!!!
Very cool
I think I missed the workflow setup, is there some kind of catch up video on the "channel' ?
How did u made background blue and easy to focus on modeling
Dude that is so cool! I wanna try this workflow - it looked a lot of fun! Did you figure out the shading issue that appears on the leg?
cool!
Imphenzia .. This is awesome. I do like the start with sculpting and bring it back to low poly. But i must say in the end i got confused just like you. This tent to act creepy and not as intended . 😂
So i guess it is great for your charater but the clothes should be modeled separately 😊😊
I have to confess that i see some positive future for architecture modeling as well . ❤
Thank you for sharing your thoughts . 😊
Subdivision + shrinkwrap = nice retopo tool. But if we are not baking details from high poly, why spend time on it?
This workflow is really good. You can adopt it from now on.
Question: How can I import only a shader in a new file of Blender? I imagine that you don't have to create the shader every time. Could you give me a hint?
This is generally referred to as 'retopology'
3:17 (personal timestamp)
I think this workflow from Grant Abbit for retopology it's similar and maybe offers more control... ruclips.net/video/RwbG-HAd6Qc/видео.html
Yeah, but where can we order those Pac Man Ghosts ?
Why not modeling armor and cloth by just extruding the skin
Those toys are nice. How old is your daughter?
hi
who know how to make view port background like this ?