Learn How to Re-Mesh in Blender - Avoid Freezing

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  • Опубликовано: 21 авг 2024
  • Easy Way to Retopology any Weird Mesh in blender.
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    #blender
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Комментарии • 64

  • @blastersekla
    @blastersekla 2 года назад +22

    pro tips : select all : edit : Merge by distance : Trist to quad : merge by distance

    • @jme2006
      @jme2006 2 месяца назад

      What does this do? When/how/where do you do it?

    • @blastersekla
      @blastersekla 2 месяца назад

      @@jme2006 it reduces a lot the number of polygon on imported models with fucked up meshes, it will turn some ngon to some quad which make adjusting them or using modifiers easier.

    • @jme2006
      @jme2006 2 месяца назад

      @@blastersekla Interesting. How does this modifier sequence compare to the hack that was demonstrated in the video? Does it scale as well?

    • @zmey-
      @zmey- Месяц назад

      Why to "merge by distance" after tris to quads again?

  • @19CarlosGomez64
    @19CarlosGomez64 2 года назад +4

    I find the Remesh modifier to be a useful tool as a first step. After applying it, it's much easier to dissolve loops and rings which can reduce the poly count so that the balance between vertex count and mesh cleanliness is right. Thanks for sharing this solution Architecture topics!

  • @csmemarketing
    @csmemarketing 2 года назад +6

    Yes, I use Sweet Home 3D for Arch Viz, and import the meshes as .obj into blender for rendering. They are always triangulated. I tend to leave it as is, and change all materials to PBR, then add lighting, then make the final render.
    You last tip was genius. Not sure if I'd use it, but it's a good tip. You never know when you might need that skill.

  • @SkyfishArt
    @SkyfishArt Год назад +2

    Thanks for the workaround on using the modifier on a cube firt. I keep crashing in my default settings also.

  • @AndreeMarkefors
    @AndreeMarkefors Год назад

    Sheer insanity, if you ask me. Embrace Ngons for this type of model and only add subdivision where you need displacement. There should be zero shading issues between these planar surfaces with correct shading.

  • @tarsis_the_visualist
    @tarsis_the_visualist 29 дней назад

    Thank you 🖤

  • @hailthevictoriousdead4059
    @hailthevictoriousdead4059 2 года назад +1

    Always learning something new from your channel, I do use a low end pc and often end up crashing when I add the subdivisions. Will try your method next time and see how it goes thanks

  • @normanhuff3455
    @normanhuff3455 2 года назад

    My Savior !! Great tips !! Thanks Bro !!

  • @GamerZworld9_9
    @GamerZworld9_9 2 года назад

    so that's why mine was laggy and freezing i thought that it's my PC processing limit, it little better now not totally gone but worth it thank you as always 💙💙💙💙

  • @brunojoelsilva
    @brunojoelsilva 2 года назад +1

    Excelente vídeo, principalmente a resolução de um problema de forma simples e engenhosa! Parabéns e obrigado! Abraço!

  • @abdoustube
    @abdoustube Год назад

    arch viz scenes tend to be huge file size so if you use the remesh it gets worse, it's just as you said in the end, rather have bad topo than huge file size

  • @matthewloynd9364
    @matthewloynd9364 2 года назад +1

    Could you combine this modifier with the decimate modifier and still get a clean model? Or does that not work the same?
    Either way, really great tip! I am still working on a better workflow between Revit and Blender that doesn't completely ruin the model.

    • @architecturetopics
      @architecturetopics  2 года назад +1

      I don't think that will work after the re-mesh, the decimate un-subdivide will give you a result like the voxel with smooth shape not sharp, the planer will clean the mesh entirely so you end up with not enough cuts to work things around. Try it maybe and see the result.
      There should be add-ons that lower the poly count So maybe we can find something free beside the Decimate to work it around.

  • @mjmuftah271
    @mjmuftah271 2 года назад +1

    Thanks for sharing this amazing content 👏
    It's small video but strong enough

  • @user-tp3eq8zf1z
    @user-tp3eq8zf1z 10 месяцев назад

    Best way is to use limited dissolve

  • @mortezaalinezhadnameghi7039
    @mortezaalinezhadnameghi7039 20 дней назад

    Great

  • @reduxgc
    @reduxgc 2 года назад

    Love this channel😍

  • @shadow_dancer
    @shadow_dancer Год назад

    Great advice ! Thank you very much ! Very helpfull trick !

  • @alperg1142
    @alperg1142 Год назад

    Thank you.

  • @anwarpalliyalil2193
    @anwarpalliyalil2193 2 года назад

    sir, in this cases, i use decimate modifier and in that planer option is helping me to dissolve almost triangles of the mesh,pls try it and make a video, its more effective than alt + j

    • @architecturetopics
      @architecturetopics  2 года назад +1

      Yes you can decimate the shape after the Re-mesh process, However I think with the planer option you will end up with not enough cuts so a new problem is created. maybe this result depend on the mesh it self but not in general.

    • @anwarpalliyalil2193
      @anwarpalliyalil2193 2 года назад

      @@architecturetopics okay, thanks, i will check it

  • @sinterlesmee
    @sinterlesmee 8 месяцев назад

    Thank you

  • @visalkeo3909
    @visalkeo3909 2 года назад

    Sir! Can you upload Create building more? Because your VDO very clear than other channels.

  • @YuriAlogna
    @YuriAlogna 2 года назад

    I think I Love You.
    Thanks mate, thanks.

  • @zahraranjbarian3946
    @zahraranjbarian3946 Год назад

    Thank uuuu

  • @ilungawandelewe5782
    @ilungawandelewe5782 2 года назад

    Thanks for sharing

  • @GamerZworld9_9
    @GamerZworld9_9 2 года назад +1

    in my case it was google sketch up and blender

  • @rajendrameena150
    @rajendrameena150 2 года назад +1

    Why someone would need so much poly count on planar surface.

    • @csmemarketing
      @csmemarketing 2 года назад

      I'd imagine only for a roof surface if you need displacement for tiles. Even then, we won't really need all of that detail.

  • @Mekekese
    @Mekekese Год назад

    This is not the way to proceed for architecture, I highly recommend not doing as shown as is not accurate and will just increase dramatically the polycount.
    Best option would be checking the exports settings that it gives you quads and that it doesn't mess with smoothing groups.
    Otherwise go in edit and use tris to quads.
    Last option would be to go in edit mode and just press x -> limit dissolve

    • @abcreations3298
      @abcreations3298 Год назад

      Sir i create Model in Revit, but its Highpoly How to reduce it Sir for Blender...

  • @a84334656
    @a84334656 2 года назад

    Wow

  • @rdtrmb.8782
    @rdtrmb.8782 Год назад

    Pro tip: X, limited dissolve

  • @D0NU75
    @D0NU75 Год назад

    If you are going to apply a modifier that heavily impacts the rendering process of the viewport (freezing) you can also make it so the mesh you are going to apply the modifier to only renders as bounding box (Object Properties > Viewport Display > Display as) before applying the modifier.

  • @MrQcSkateboarding
    @MrQcSkateboarding 2 года назад

    Hey bro! you must get that all the time but could i get a shout out in one of your next video? i post good stuff!

  • @clanespprdespadaypared3817
    @clanespprdespadaypared3817 2 года назад +1

    I Will never use this method ......

    • @architecturetopics
      @architecturetopics  2 года назад

      Understandable 💙

    • @Marco-dr5ho
      @Marco-dr5ho 2 года назад

      why?

    • @TacticalSquirrel
      @TacticalSquirrel 2 года назад +2

      @@Marco-dr5ho, poly count is way too high, which will result in longer render times. It's better to model with quads with polycount in mind, but if you have to remesh, do it manually, while it may take more time upfront, render times will be lower.

    • @Marco-dr5ho
      @Marco-dr5ho 2 года назад +1

      @@TacticalSquirrel that's what I was thinking. Even though it's not free, I found out that the best way is to first import the model in Moi 3D software which is capable of exporting perfect model made of quads

    • @TacticalSquirrel
      @TacticalSquirrel 2 года назад +2

      @@Marco-dr5ho, also look into Topogun, it's a lot like Maya's Quad Draw.