I Found a MAGIC Workflow in Blender - ep. 133

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  • Опубликовано: 18 дек 2024

Комментарии •

  • @kruth6663
    @kruth6663 Месяц назад

    This workflow looks really great, feels perfect for lowpoly character modeling. Can't wait to see you test it with all kinds of models. :)

  • @yvesmolina
    @yvesmolina Месяц назад

    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.

  • @chicao.do.blender
    @chicao.do.blender Месяц назад

    it was a blast to watch the full video, great workflow

  • @MrGpg62
    @MrGpg62 Месяц назад +1

    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.

  • @LopinDev
    @LopinDev 2 месяца назад +3

    Definition of trust the process lol good job

  • @archmagesalamar1377
    @archmagesalamar1377 2 месяца назад

    This method and the way you have explained it may have changed my life.

  • @dueddel
    @dueddel 2 месяца назад +2

    Pretty interesting approach. Nice work! 😘👍

  • @AlexLusth
    @AlexLusth 2 месяца назад +7

    Careful there! Your getting awfully close to the professional pipeline of sculpt - > retop! :D

  • @philipcutcliffe9742
    @philipcutcliffe9742 19 часов назад

    when your daughter spoke in the video it scared the living hell out of me i thought some one was next to me loool

  • @irakligunia4703
    @irakligunia4703 2 месяца назад +1

    King of low poly

  • @dragosoprea8354
    @dragosoprea8354 2 месяца назад +1

    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 :)

  • @danchovy1111
    @danchovy1111 2 месяца назад

    Awesome workflow definitely will try it!

  • @kilonaliosI
    @kilonaliosI 2 месяца назад +3

    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.

    • @tieguaili3d298
      @tieguaili3d298 2 месяца назад

      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

  • @InvasionAnimation
    @InvasionAnimation 2 месяца назад

    Looks great!

  • @bonecircuit
    @bonecircuit 2 месяца назад +1

    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.

  • @johnowen5651
    @johnowen5651 2 месяца назад

    Love your videos. It's interesting that your old technique is 5x faster.

  • @sogekiin
    @sogekiin 2 месяца назад

    You're the best!

  • @lukdev
    @lukdev 2 месяца назад

    Jeez, Nice vid!!!

  • @danchovy1111
    @danchovy1111 2 месяца назад +1

    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

  • @travesty-studios
    @travesty-studios 2 месяца назад

    "I'm not sure if I'll do it in the 10 minutes"
    *Checks video time at 51 minutes*

  • @vivektyagi6848
    @vivektyagi6848 2 месяца назад

    Awesome. Please refine it further and see where you can take it to further simplify modelling. Many Thanks.

  • @HollaenderDK
    @HollaenderDK 2 месяца назад

    Cool workflow. I think I'll try that on some of my messy photoscans...

  • @ghostwarrior79ghost10
    @ghostwarrior79ghost10 2 месяца назад

    thats actually a good technique

  • @Anubone
    @Anubone 2 месяца назад +3

    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.

    • @teorloges315
      @teorloges315 2 месяца назад

      that sounds reasonable, but I prefer boxes, organic material + clothing feels too complex
      and for game dev it sounds risky

  • @OmniTAF
    @OmniTAF Месяц назад

    I refuse to scuplt!!! nevaaaaaaa!!!!!!

  • @alexleonardkrea
    @alexleonardkrea 2 месяца назад

    Very cool

  • @watchman1015
    @watchman1015 Месяц назад

    I think I missed the workflow setup, is there some kind of catch up video on the "channel' ?

  • @demonitgames
    @demonitgames 2 месяца назад

    How did u made background blue and easy to focus on modeling

  • @DayDreamer4011
    @DayDreamer4011 2 месяца назад

    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?

  • @bluzenkk
    @bluzenkk 2 месяца назад

    cool!

  • @StaceyMcKensie
    @StaceyMcKensie 2 месяца назад

    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 . 😊

  • @gorkemvids4839
    @gorkemvids4839 2 месяца назад

    Subdivision + shrinkwrap = nice retopo tool. But if we are not baking details from high poly, why spend time on it?

  • @mirkoemir
    @mirkoemir 2 месяца назад

    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?

  • @frustratedsquirrel
    @frustratedsquirrel 2 месяца назад

    This is generally referred to as 'retopology'

  • @mysterious_monolith_
    @mysterious_monolith_ 10 дней назад

    3:17 (personal timestamp)

  • @francisco_canedo
    @francisco_canedo 2 месяца назад +1

    I think this workflow from Grant Abbit for retopology it's similar and maybe offers more control... ruclips.net/video/RwbG-HAd6Qc/видео.html

  • @juleswombat5309
    @juleswombat5309 2 месяца назад

    Yeah, but where can we order those Pac Man Ghosts ?

  • @ShadowingEnglish-pro
    @ShadowingEnglish-pro 13 дней назад

    Why not modeling armor and cloth by just extruding the skin

  • @hldfgjsjbd
    @hldfgjsjbd 2 месяца назад +2

    Those toys are nice. How old is your daughter?

  • @lolakearvell5090
    @lolakearvell5090 2 месяца назад

    hi

  • @aominedaiki798
    @aominedaiki798 Месяц назад

    who know how to make view port background like this ?