Projecting High Res Sculpt into the Multires Modifier in Blender

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  • Опубликовано: 9 сен 2024
  • This is the auto retopo tool that's like zRemesher: exoside.com/qu...

Комментарии • 48

  • @Qwertyuiop-df5we
    @Qwertyuiop-df5we Месяц назад +3

    Now reshape is an option. Put models in the same location, select high poly, select low poly with multi res, click reshape under the shape bar on the multires modifier. Produces better results for more complex models than the video method

    • @ldm
      @ldm  Месяц назад +1

      Thanks for sharing!

    • @morivy
      @morivy Месяц назад +1

      Well, that'd be great... if it actually worked that way. Seems like you're leaving out some crucial details. Because I can't get Reshape to make the low-poly mesh conform to the original at all.
      When I add the Multires modifier to the low-poly object and select the high-poly followed by the low-poly version, I get the error "Objects do not have the same number of vertices".
      Are you sure this feature was even meant for this kind of low-poly mesh workflow? Because I'm really starting to doubt it

    • @Qwertyuiop-df5we
      @Qwertyuiop-df5we Месяц назад

      ​@morivy you it's been a while since I used it but the high res should have been created by subdividing a copy of the low res and then sculpting it. Then you give the low res a multires, use that to subdivide low res as many times as you did to the high res, and they will have the same number of vertices. Then you can use reshape so the multires low poly looks the same as the high poly

    • @Qwertyuiop-df5we
      @Qwertyuiop-df5we Месяц назад

      ​@@ldmyou're welcome!

  • @yeettheskeetboi8089
    @yeettheskeetboi8089 2 года назад +6

    This is such a good simple solution to detail projection in Blender, your tutorial was super helpful. I spent hours trying to bake the normals of the high poly onto the low poly in Blender with mixed results but this worked in under 5 minutes. Thank you!

    • @jonsin7671
      @jonsin7671 Год назад

      Ye but it doesnt keep low poly count so idk

  • @paulsingh2931
    @paulsingh2931 2 года назад +1

    Jesus christ you are a god so many 20+ min videos but you got straight to the point! thank you!

  • @gunderalex
    @gunderalex Год назад +2

    Thank you from the future. For anyone watching this, if they still have that stretched out vertex mess after also turning on Negative, just play around with the limit, and that did it for me.

  • @greenfoxgrasstail2534
    @greenfoxgrasstail2534 9 месяцев назад

    Thanks for the explanation.
    Already wondered how people would do it, aside quick fixes with mean grease.

  • @Riley_Christian
    @Riley_Christian 2 года назад +3

    So cool how the multires can inherit the detail from the shrinkwrap. I wasnt sure it worked like that at first, and now I feel like a GOD !

  • @Gustmazz
    @Gustmazz Год назад

    This is absolutely awesome! Thanks, Louis!

  • @erz3030
    @erz3030 3 года назад +1

    Excellent little rundown, thank you for the demonstration :)

  • @mmertduman
    @mmertduman Месяц назад

    And the good thing is now you can bake the normals onto the low poly mesh directly through the multires modifier, which I find works better and is simpler than baking from the high poly mesh with the horrible topology!

  • @App-Tips
    @App-Tips Год назад

    This is super, mega, ultra useful! Thanks!

  • @Pneumanon
    @Pneumanon Год назад +1

    Great quick tutorial. Best one on this subject that I've found. Unfortunately for me, I'm getting a lot of mesh tearing in the crotch area of my character when I use 'Project' in the shrinkwrap modifier, and weird distortions on any creased areas when I use 'Nearest Surface Point'. I must have done something wrong during my sculpt...

    • @Qwertyuiop-df5we
      @Qwertyuiop-df5we Месяц назад

      Use reshape on the multires if you have the problem

  • @bao007fei
    @bao007fei 3 года назад

    This's exactly I'm looking for. Thank you so much.

  • @primaldeee1981
    @primaldeee1981 4 года назад +1

    Thanks for making your videos

  • @Nkanyiso_K
    @Nkanyiso_K 3 года назад

    Thanks man, you're a life saver!

  • @blendragon28
    @blendragon28 Год назад +1

    Do you apply the multires after the shrinkwrap or what? I'm a bit lost on this part. What if I want to export the finished model to another program?

  • @jascrandom9855
    @jascrandom9855 4 года назад +6

    You might want to update your Blender to latest experimental version. Pablo Dobarro just dropped a new "Rebuild Subdivisions" bottom.

  • @tanyaturetsky324
    @tanyaturetsky324 3 года назад

    Thank you so much!!! It worked

  • @Stephen-nz5rd
    @Stephen-nz5rd Год назад +1

    Great tutorial, quick and to the point! I do have a question though: if I do weight painting after this, it's clear that it's painting on the low res mesh. If I later pose the model and then crank the subdivisions back up to get the sculpt detail, I have these ugly squares everywhere since the weight paint texture isn't high enough resolution. What should I be doing differently to get good weight paint?

  • @user-16.l914
    @user-16.l914 5 месяцев назад

    thanks

  • @mistercatus
    @mistercatus 2 года назад

    Most helpful!

  • @bluethumbbuttoneek9465
    @bluethumbbuttoneek9465 3 года назад

    Nice coming from zbrush experience this looks easy to do in blender too

  • @andreymateohernandez683
    @andreymateohernandez683 3 года назад

    Thanks a lot bro!

  • @Forkisnotaspoon
    @Forkisnotaspoon 3 года назад

    Sir, thank you so much!

  • @joacocavo2745
    @joacocavo2745 3 года назад

    Excelent, thank you

  • @LauritsR
    @LauritsR 5 месяцев назад +1

    How do you do this with stuff like Clothing?? IT completely fucks up my geometry when I try to do it on a coat I've modeled.

    • @Qwertyuiop-df5we
      @Qwertyuiop-df5we Месяц назад

      Try the reshape method, using the multires reshape option. It works better for more complex models

  • @DanAlm13
    @DanAlm13 4 года назад

    very cool !!

  • @Strudelbrain
    @Strudelbrain 4 года назад +4

    Wow, just tried this and it's amazing!
    Just a quick question, what's the difference between this solution and baking a normal map from the hires model to the low res in terms of further usage of the model (rigging, animation)?

    • @ldm
      @ldm  4 года назад +9

      I've been using this technique a lot and have not come across any issue with deformations when animating. I'd think baking the detail into normals would make for a lighter setup that can easily be transferred to game engines etc, but I like having the actual geometry displacing and having the ability to adjust the high res throughout animating and lighting down the line, even when posed. Could re-bake, but saves that step.

    • @Strudelbrain
      @Strudelbrain 4 года назад +1

      @@ldm thank you!

    • @darkframepictures
      @darkframepictures 2 года назад +2

      Once you use this method, you can then bake the normal map info to the optimized low poly model, and it will retain the multi res mod detail. Essentially you can then delete the multi res modifier and have a low poly model with the high poly detail, good for game engines/animation/AR/etc.

  • @pandamanou
    @pandamanou 3 года назад +4

    the problem how did you get that good low poly in the beginning ?

    • @cloudlove1
      @cloudlove1 3 года назад +1

      He said at the start he brought it into zbrush (another sculpting program that is not free) and used "zremesher." It will take a high poly mesh and make it as low poly as you want. You can even reproject the details in zbrush. He also said there's a blender add on that does something similar, but you have to pay for it. If you don't want to do any of the above, you need to learn how to retopologize in blender, which takes a long time, but is doable with tutorials.

    • @pandamanou
      @pandamanou 3 года назад

      @@cloudlove1 thank you my friend for the help 😁🙏

    • @cloudlove1
      @cloudlove1 3 года назад +1

      @@pandamanou your welcome, I wish this stuff was a little easier for everyone 😪

  • @Zev_Reef
    @Zev_Reef 4 года назад +2

    Is there an advantage to using the Project rather than the default Shrinkwrap settings?

    • @ldm
      @ldm  4 года назад +1

      For me 'project' has given better results when it comes to creases in the mesh, or when say 2 legs are very close together and the default option would snap some vertices to the opposite leg. I tend to just Flickr through them and see which gives the best result.

    • @Zev_Reef
      @Zev_Reef 4 года назад

      @@ldm I do have issues with creases and sharp areas using the default

  • @noidea8397
    @noidea8397 2 года назад

    Hey bro does it effect the animation if there is large voxel size in retoplogy and (one more) is there supposed to be only same shapes in the retoplogy and will they effect the animation ,
    By the bye thank u very much ur putting in a lot of effort 🔥👍.

  • @CopyCatBlack
    @CopyCatBlack 3 года назад

    okay is there a way when i use multires modifier my model becomes black when i go to sculpt mode even thou i textured the character but i need texture so that i can sculpt on it
    e.g i texture the character eyebrows so i need normal map so i click the multires modifier then when i go to sculpt mode it turns black HELP PLS

  • @DarkMax3d
    @DarkMax3d 3 года назад

    nice )

  • @tommywright
    @tommywright 8 месяцев назад

    You can then bake that detail down into a Normal map.. just fyi.