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
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
@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
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!
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.
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!
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...
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?
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)?
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.
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.
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.
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.
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 🔥👍.
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
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
Thanks for sharing!
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
@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
@@ldmyou're welcome!
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!
Ye but it doesnt keep low poly count so idk
Jesus christ you are a god so many 20+ min videos but you got straight to the point! thank you!
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.
Thanks for the explanation.
Already wondered how people would do it, aside quick fixes with mean grease.
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 !
This is absolutely awesome! Thanks, Louis!
Excellent little rundown, thank you for the demonstration :)
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!
This is super, mega, ultra useful! Thanks!
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...
Use reshape on the multires if you have the problem
This's exactly I'm looking for. Thank you so much.
Thanks for making your videos
Thanks man, you're a life saver!
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?
You might want to update your Blender to latest experimental version. Pablo Dobarro just dropped a new "Rebuild Subdivisions" bottom.
Thank you so much!!! It worked
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?
thanks
Most helpful!
Nice coming from zbrush experience this looks easy to do in blender too
Thanks a lot bro!
Sir, thank you so much!
Excelent, thank you
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.
Try the reshape method, using the multires reshape option. It works better for more complex models
very cool !!
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)?
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.
@@ldm thank you!
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.
the problem how did you get that good low poly in the beginning ?
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.
@@cloudlove1 thank you my friend for the help 😁🙏
@@pandamanou your welcome, I wish this stuff was a little easier for everyone 😪
Is there an advantage to using the Project rather than the default Shrinkwrap settings?
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.
@@ldm I do have issues with creases and sharp areas using the default
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 🔥👍.
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
nice )
You can then bake that detail down into a Normal map.. just fyi.