Perceptually Lossless Retopology - Lose no sculpted details + Petik Addon

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  • Опубликовано: 26 дек 2024

Комментарии • 59

  • @DevianceStudio
    @DevianceStudio 2 года назад +38

    Great video and tutorial that promise a very good channel incoming.
    Just one little tip to gain a few seconds for that case: you can use directly the multires modifier on top of (ie. before) the shrinkwrap, click subdivide five times and apply the shrinkwrap. The magic here is that it saves the shrinkwrap informations inside the multires modifier. And you can, of course, continue to work on the five level of details, and still undestructively.
    Blender is lovely.
    Keep providing tutorials and arts guy! You do a great job in here.

    • @StudioFantasyDev
      @StudioFantasyDev  2 года назад +2

      Great suggestion on saving some time! Thank you!

    • @DiThi
      @DiThi 2 года назад +2

      Even though that can save time it may produce worse results in some cases: Each projection of each subdivision projects from the center of the faces relative to the previous subdivision and not relative to the subdivided base mesh. Or at least that's why I think each level was applied separately.

  • @ivanmatthews5245
    @ivanmatthews5245 2 года назад +2

    I wish more people could understand real-world problems like this and help us out instead of a random tutorial out of the blue. Kudos!

  • @KRIMZONMEKANISM
    @KRIMZONMEKANISM 2 года назад +15

    A fun fact.
    At 4:00 you don't need to "add" geometry via subdvision modifier.
    You can simply add a Multires modifier and the higher levels of resolution will be shrinkwrapped onto the mesh as well.
    Edit: I also reccomend that you go further beyond by sculpting additional detail, if needed, and that if you wish for the base mesh to be as close as possible to the highest multires level, that you use the "Apply Base" option.
    It doesn't affect the final levels, it makes the lower levels more in line with what the most detailed form is.

    • @edh615
      @edh615 2 года назад

      yeah that's the whole point of multires, it was funny to see all those steps.

    • @StudioFantasyDev
      @StudioFantasyDev  2 года назад +6

      I'm a funny guy! Always learning something new every day

    • @edh615
      @edh615 2 года назад +2

      @@StudioFantasyDev That's the way.

    • @kittensteaparty
      @kittensteaparty 2 года назад +1

      Thanks for sharing!!!

    • @KRIMZONMEKANISM
      @KRIMZONMEKANISM 2 года назад

      @@kittensteaparty No worries friend :)

  • @mathesonjake
    @mathesonjake Год назад

    Thank you for sharing. Also the contributing commenter. Great stuff, this community is brilliant.

  • @antonkalashnikov572
    @antonkalashnikov572 2 года назад +1

    For quick smooth in blender use mesh filter in sculpt mode and choose smooth option

  • @paulandrews__
    @paulandrews__ 2 года назад +2

    Appreciate both your videos so far. Thank you. Please share more about the process of edgeflow and retopology.

  • @Jerdeeen
    @Jerdeeen 2 года назад +1

    Wow... Im definitely looking at buying petik next time I'm working on something like this. Awesome video!

  • @tsukieienno1704
    @tsukieienno1704 2 года назад +18

    Great video and tutorial. However, please increase the volume in future videos, I had to crank up the volume to nearly maximum to hear what you say.

  • @TheDarknessTroller
    @TheDarknessTroller 2 года назад +3

    Great video! And I would very much like a tutorial on retopo

    • @StudioFantasyDev
      @StudioFantasyDev  2 года назад

      Definitely going to do this! I have a fun new idea for a tutorial :D

  • @NohuHeXe
    @NohuHeXe 2 года назад +1

    Thx for sharing. Great tutorial. It's help a lot.

  • @pv8685
    @pv8685 2 года назад +1

    awesome tutorial!

  • @darrennew8211
    @darrennew8211 2 года назад +5

    It's also very easy to bake normals from the higher levels of multirez onto the lower levels.

  • @3d-illusions
    @3d-illusions 2 года назад

    Another option is to use the exoside quad remember for $15 you get three months and it does a great job with no manual work .

    • @BestMods168
      @BestMods168 2 года назад

      Ive had mix results with that software. Tried it twice. So i saved up and got zbrush on sale. Worth it.

    • @3d-illusions
      @3d-illusions 2 года назад

      @@BestMods168 the same guy write both of them 👍

  • @Lance_G
    @Lance_G 2 года назад +1

    Subscribed for the full Petik workflow - amazing tutorial

  • @BestMods168
    @BestMods168 2 года назад

    Looks interesting. I wonder if anyone created a retopo add on that can snap to the high res so that sharp corners and specific vertice locations can be retained.

  • @ibmbazarra
    @ibmbazarra Год назад

    Hi! After applied some Subdivision Surface and Shrinkwrap modifiers and try to unsubdivided with the multires, it says that "no valid subdivisions to rebuild lower level". Does anyone have the same problem?

  • @sureshpather1645
    @sureshpather1645 Год назад

    I followed as you said .... And got results .... To .... But there is a problem after applying multiresolution it again turned into high poly mesh .... Is there a way to apply multiresolution..... If it have ... Please tell me ..

  • @burakgok2909
    @burakgok2909 2 года назад +1

    hello nice tutorial but just wondering what's the difference why didn't you directly use multires + shrinkwrap instead of the subdivision + shrinkwrap 5 times than multires ?

  • @jonahoskow7476
    @jonahoskow7476 2 года назад

    Can you still animate this with bones/joints?

  • @Jesusnovocastro
    @Jesusnovocastro 2 года назад +1

    hola siento no hablar ingles .Pero si al objeto lowpoly le añades un multires alto y aplicas el modificador skrinkwarp tab lo hace

  • @Thatindianguy.
    @Thatindianguy. 2 года назад +1

    ohh thatss gooodddd.......

  • @Tarex_
    @Tarex_ 2 года назад

    This is great, for me for whatever reason with all blender versions unsubdivide literally immediately upon pressing it crashes and closes blender

  • @sebbosebbo9794
    @sebbosebbo9794 2 года назад

    why copy and apply this multi.times...? hmm
    thought the new Multi.modifier can do it...

  • @bernieapodaca2912
    @bernieapodaca2912 2 года назад +1

    Great video…. Please place a link to the addon.

    • @StudioFantasyDev
      @StudioFantasyDev  2 года назад +2

      Thanks! My goodness great suggestion. I don't know how I overlooked that, all my videos will now have links and have been updated! ✅

  • @kugraw9
    @kugraw9 7 месяцев назад

    Shame the addon went up in price, but still reasonable. Nice vid ^^

  • @turtlehelmmemes
    @turtlehelmmemes 2 года назад +1

    Great video! I have been struggling with this for ages and this really helped me out!
    I have a question, how would I use this in a game engine like unity? Because exporting a model automatically applies modifiers and that then increases the face count back up to the several hundred thousands. It also does they same when animating and posing inside blender itself. When you go to move the model it is really laggy unless you turn the subdivisions on the multires modifier back down to 0.
    Thanks!

    • @checkmate8015
      @checkmate8015 2 года назад

      Im new to game dev and 3d modelling, after the remesh Retopology my character has about 15 000 triangles, i never imported to unity before , how many faces and or triangles are ideal for unity and im busy looking for a paid or free Retopology tool i can use any suggestions

    • @turtlehelmmemes
      @turtlehelmmemes 2 года назад

      @@checkmate8015 I am unable to properly import things into unity because of the issues stated above however It is recommend for a game character in unity to have around 10-15 thousand faces also a good auto retopologise tool is “instant mesh” it’s free and works really well. there are a bunch of videos on it

    • @checkmate8015
      @checkmate8015 2 года назад

      @@turtlehelmmemes thanks man

    • @temiztoklez1098
      @temiztoklez1098 2 года назад +1

      still need help? Id gladly help both if you still need anything cleared out...
      so exporting say... to FBX from blender applies all modifiers unless stated otherwise, so to have a model with detail one would use a lower poly mesh and use a normal map baked from the multi res to emulate detail. the normal map has its strong points on micro detail say wrinkles and scratches, small crease or such, medium detail is best to have a combination of eleveted poly count, say near the star of horns /the little inflated part around the base) and normal map where it can shade smooth the transition of the bump... for large areas like back or arms its best to have "large" quads cus almost nothing occurs there its usually smooth.

    • @StudioFantasyDev
      @StudioFantasyDev  2 года назад +1

      Baking from multires is a fantastic solution to the poly limit in games! This is what I would recommend with this retopology workflow.

  • @angus96elliot
    @angus96elliot 2 года назад +2

    not knocking blender at all, its an amazingly powerful tool. but this is literally like 4 clicks in zbrush, duplicate mesh, zremesh, ctr+D to subdiv, hit project after each subdiv.

    • @timothy209
      @timothy209 2 года назад +1

      I'm super confortable sculpting and doing retopo in ZBrush but the prospect of being able to to that in freeware is cool. It's a shame there isn't a similar workflow

    • @elijahtommy777
      @elijahtommy777 2 года назад +1

      Yeah but you pay $900 just to save like 10 minutes in retopologising

    • @angus96elliot
      @angus96elliot 2 года назад

      @@elijahtommy777 when you have to do that to 400+ subtools in a single project (mechs/vehicles etc) thats like 60+hours of retopo, say your time is worth $20/hr thats $1200 in labour you just saved.

    • @BestMods168
      @BestMods168 2 года назад

      You can get it on sale for like 700. Serious people will get it no matter what. People blow money on new phones without batting an eye or blow hundreds every weekend on liquor and partying. Its all on ones priorities.

  • @I-VisiBomb-I
    @I-VisiBomb-I 2 года назад

    wouldn't it be better to just bake this as a bump map?

    • @StudioFantasyDev
      @StudioFantasyDev  2 года назад

      Always looking for better ways to do things, do you have a link?

  • @Rhodochrone
    @Rhodochrone 2 года назад

    The audio in this video is extremely quiet.

  • @antonkalashnikov572
    @antonkalashnikov572 2 года назад +5

    For quick smooth in blender use mesh filter in sculpt mode and choose smooth option