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.
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.
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.
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.
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?
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 ..
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 ?
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!
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
@@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
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.
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.
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 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.
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.
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.
Great suggestion on saving some time! Thank you!
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.
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!
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.
yeah that's the whole point of multires, it was funny to see all those steps.
I'm a funny guy! Always learning something new every day
@@StudioFantasyDev That's the way.
Thanks for sharing!!!
@@kittensteaparty No worries friend :)
Thank you for sharing. Also the contributing commenter. Great stuff, this community is brilliant.
For quick smooth in blender use mesh filter in sculpt mode and choose smooth option
Appreciate both your videos so far. Thank you. Please share more about the process of edgeflow and retopology.
Wow... Im definitely looking at buying petik next time I'm working on something like this. Awesome video!
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.
Shhhhhh I can't hear him
Great video! And I would very much like a tutorial on retopo
Definitely going to do this! I have a fun new idea for a tutorial :D
Thx for sharing. Great tutorial. It's help a lot.
awesome tutorial!
Thank you!
It's also very easy to bake normals from the higher levels of multirez onto the lower levels.
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 .
Ive had mix results with that software. Tried it twice. So i saved up and got zbrush on sale. Worth it.
@@BestMods168 the same guy write both of them 👍
Subscribed for the full Petik workflow - amazing tutorial
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.
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?
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 ..
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 ?
Can you still animate this with bones/joints?
hola siento no hablar ingles .Pero si al objeto lowpoly le añades un multires alto y aplicas el modificador skrinkwarp tab lo hace
ohh thatss gooodddd.......
This is great, for me for whatever reason with all blender versions unsubdivide literally immediately upon pressing it crashes and closes blender
why copy and apply this multi.times...? hmm
thought the new Multi.modifier can do it...
Great video…. Please place a link to the addon.
Thanks! My goodness great suggestion. I don't know how I overlooked that, all my videos will now have links and have been updated! ✅
Shame the addon went up in price, but still reasonable. Nice vid ^^
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!
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
@@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
@@turtlehelmmemes thanks man
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.
Baking from multires is a fantastic solution to the poly limit in games! This is what I would recommend with this retopology workflow.
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.
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
Yeah but you pay $900 just to save like 10 minutes in retopologising
@@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.
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.
wouldn't it be better to just bake this as a bump map?
Always looking for better ways to do things, do you have a link?
The audio in this video is extremely quiet.
Fixed in future videos, sorry about that!
For quick smooth in blender use mesh filter in sculpt mode and choose smooth option