Master the Remesher: Ultimate Guide to Hard Surface Art in Blender

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  • Опубликовано: 6 авг 2024
  • Unlock the full potential of Blender's Remesher Modifier for hard surface art in this special episode tutorial. Whether you're a beginner or a seasoned 3D artist, this special episode dives into every aspect of the Remesher Modifier workflow. Learn how to streamline your process, enhance detail, and achieve flawless results with this guidance and elevate your hard surface modeling to the next level. Join us on the ChamferZone Discord and transform your 3D art and master the art of precision and efficiency with Blender's powerful tools. Don't forget to like, share, and subscribe for more 3D modeling tutorials.
    00:00 Intro and Remesher workflow comparison to Zbrush's Dynamesh
    6:10 Modifier Stack explained step by step
    7:38 How to create the modifier stack from the beginning and what settings to put
    12:29 Increasing the resolution of our remesh voxels - an alternative and better way to do this is explained here: i.imgur.com/r5wJn4W.jpg
    13:23 Demonstration of the copy and paste ability of this workflow
    15:22 A minor drawback that this workflow still has
    16:32 Discord, older Tutorials and the Revolver Tutorial featuring Remesher
    🔫Check out my latest Tutorial on how to create a triple A quality Revolver using Remesher:
    • Gumroad chamferzone.gumroad.com/l/Rev...
    • Artstation www.artstation.com/a/8792543
    🔗 Connect with Our Community & More:
    • Join Our 3D Art Community on Discord: Connect with fellow artists and enthusiasts. Join here: / discord
    • Explore My Portfolio on ArtStation: Check out my creative works and projects. See my work: www.artstation.com/artist/tim...
    • Free Tutorials on RUclips: Learn from my 3D art tutorials on ChamferZone channel. Watch tutorials: / chamferzone
    • Follow Me on Twitter: Get the latest updates and insights from me. Follow on Twitter: / chamferzone
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Комментарии • 126

  • @ChamferZone
    @ChamferZone  6 месяцев назад +12

    ⚠Important follow up note: Here's another way to increase the resolution on our voxels: i.imgur.com/r5wJn4W.jpg ⚠
    This was pointed out to me by ChamferZone Discord member "renderer9880". Thank you very much!

    • @ScarletwingRuri
      @ScarletwingRuri 6 месяцев назад +1

      RUclipsr just recommend this video to me, watch your model face count that I really fell I need a upgrade guidance.
      May I ask GPU CPU and memories which is the most important thing when come to high poly modeling.
      And if its ok could you share your PC hardwares set up.

    • @ChamferZone
      @ChamferZone  6 месяцев назад +1

      @ScarletwingRuri Hey there, you can see my laptop specs here. It's a Lenovo thinkpad and I am very happy with it i.imgur.com/0quiV7f.png I am using a laptop at the moment because I am currently living life as a digital nomad who likes to remain flexible with my location ;) A useful tip to reduce lag in Blender could be to lower the undo history settings. If it's set too high, Blender consumes a lot of memory, which might be causing your lag issues. Also, try to minimize running other heavy programs in the background during remeshing. At the moment I'm experiencing no lag at all despites having multiple remeshed guns in the scene. It also seems like the remeshing process has become faster compared to the time of the revolver tutorials. This speed improvement in remeshing has been noticed by others too, especially in the newer Blender versions like 4.0. Worth giving it another try now.

  • @WhoCares-vi1vk
    @WhoCares-vi1vk 6 месяцев назад +27

    You should absolutely post more of your stuff on RUclips or make courses. Your revolver course is something Ive rewatched at least a few times to really get a good grip on this workflow. I bet you have way more knowledge/ techniques to share. So do make more content for sure. Thanks to you I went from watching tutorials on modelling back in November, to making 15 AAA guns for my FPS game. Thank you either way my friend, your knowledge and experience are much appreciated

    • @ChamferZone
      @ChamferZone  6 месяцев назад +3

      I am really happy to hear that my tutorial was useful to you. Sounds like you've been very busy with the guns! Good luck to your project :) Yes I'd also like to share more on here.. always thinking about ways to do that. I uploaded some RUclips shorts episodes recently too but it seems as if those went a bit under. Anyway, more to come for sure.

    • @WhoCares-vi1vk
      @WhoCares-vi1vk 6 месяцев назад +1

      Yes I have been busy indeed, but it's all thanks to you my friend. I was watching mediocre tutorials on RUclips, then saw your course trailer on my recommended and got it straight away. I did watch your YT shorts, but I don't think that format really suits you if I am going to be honest. You have over a decade worth of actual 3D Modelling experience, you can easily become the Tony Robbins of tutorials with full fledged tutorials, they don't even have to be free if I am honest, I would happily pay for another course of yours :). Maybe make a course on sci fi guns, and how you make them when you don't necessarily have all the right sizes/parameters like you did in the revolver course, that might be very useful for many of us. @@ChamferZone

    • @eobiri
      @eobiri 6 месяцев назад

      Now, I have to plan to get the course... Thanks for mentioning the course!

  • @BuyTee
    @BuyTee 6 месяцев назад

    !!!! I AM SO HYPED UP TO TRY THAT! Thank you for informing all of us!

  • @raisonhomme
    @raisonhomme 6 месяцев назад +2

    Glad to see you back at it, Tim. I followed your revolver tutorial - it covered a lot of ground but the remesher workflow was the biggest takeway for me, I'm glad you dedicated a separate video to it.

    • @ChamferZone
      @ChamferZone  6 месяцев назад +1

      Thank you, I'm glad to hear that. 🙂

  • @ferasabdallah7655
    @ferasabdallah7655 6 месяцев назад +4

    Thank you so much, I've watched your revolver course and it made me a better artist.

    • @ChamferZone
      @ChamferZone  6 месяцев назад +4

      I am really happy to hear that!! 🙂🍻 Keep up the good work! 3D Art is just such a beautiful thing to do. For me it didn't get boring in almost 20 years of doing it. Every new project is always a new book to write.

  • @OnMars3D
    @OnMars3D 6 месяцев назад +6

    This is fantastic, I was just looking into the Blender vs Zbrush workflows for hardsurface objects. Can't wait to give this a try, thanks for sharing Tim!

    • @ChamferZone
      @ChamferZone  6 месяцев назад +3

      Hey there, great to hear from you! 👋 Yes, Zbrush is always an option too and is good at being fast and handling a high amount of polycount but in my scene here in the video I have multiple guns all remeshed and I don't experience any lag or performance issues either asides from the initial scene loading time. In my opinion always best to keep things within one software throughout the whole process makes changes more fast and flexible and most importantly keeping it modifier based and non destructive 👍

  • @draudeky4508
    @draudeky4508 5 месяцев назад

    nice tutorial, a good expansion for my remasher knowledge

  • @whizkid2000
    @whizkid2000 6 месяцев назад

    Hey Tim, great tutorial! I'm pretty beginner but I'm eyeing your tutorials in the near future (probably start with the flashbang then revolver-really excited). Turns out you can copy modifiers even faster than one by one. Select all the objects to which you want to copy modifiers, then lastly select the object with the modifier, and Copy to Selected. Just did this with a character I'm working on. Cheers.

  • @nikonasharrowkin6409
    @nikonasharrowkin6409 6 месяцев назад +1

    Bro you are legend, you make my life more easier with this method, thank you so much

    • @ChamferZone
      @ChamferZone  6 месяцев назад

      Hey my friend, thank you very much! :) Glad you find the content useful!

  • @Eroktic
    @Eroktic 6 месяцев назад +1

    This is amazing, thanks for showing us this sorcery! :D

    • @ChamferZone
      @ChamferZone  6 месяцев назад +2

      Thank you for tuning in! Don't hesitate to give this magical method a try. For me, there's simply no turning back now! 🪄🔮

  • @kadircelen3308
    @kadircelen3308 3 месяца назад

    this guy is a legend

  • @Xathian
    @Xathian 6 месяцев назад +6

    It's an interesting workflow. I tried this method out on the last couple assets I made. Certainly a viable choice and great for offering something free and within Blender but I still prefer ZBrush, I find the granularity of control there much better, the initial Dynamesh takes much longer but it's FAR faster to tweak the sizes of your edge smoothing because it takes like 1-2 seconds for a Polish Crisp Edges to calculate, then you just ctrl+z and try another value if it's too sharp or too smooth. Accomplishing the same in Blender by using a dummy object and copypasting then scaling your parts up and down in size to get the right edge smoothness just feels janky as hell in comparison.

    • @ChamferZone
      @ChamferZone  6 месяцев назад

      While ZBrush offers speed, it's important to consider its destructive, non-modifier-based workflow. It requires importing and exporting meshes, and you can't edit lowpoly models directly within ZBrush. Keeping everything within a single software streamlines the process and generally offers better manageability. In my experience, there's no noticeable lag with this approach. Larger objects might take a bit more time to remesh. On the topic with the scaling for the resolution; I was made aware of a feature in the remesher modifier that greatly improves voxel resolution control, simplifying the process even further. Check it out here: i.imgur.com/r5wJn4W.jpg

  • @thesomantics
    @thesomantics 6 месяцев назад

    that's crazy you're doing this, a month ago I was exploring the exact same setup except the remesh and smooth were in a geo node setup that I applied as a modifier. The performance was so slow thought that I abandoned the process and went back to Zbrush dynamesh except now I use "Z-repeat it" to run through every mesh and do the same process of dynamesh/smooth. Hopefully Blender can improve the performance and the jagged issue you were talking about

  • @artbybruno1734
    @artbybruno1734 6 месяцев назад +1

    You 3D modelling beast! 😋
    Excellent stuff buddy! ❤💥

    • @ChamferZone
      @ChamferZone  6 месяцев назад +2

      Hey Bruno, cheers my friend!! 🍻😃

  • @rundown3D
    @rundown3D 6 месяцев назад

    Super!

  • @32Concept
    @32Concept 6 месяцев назад

    Thanks so much for this video. I was using this workflow on my last project and was struggling to find more info on it.

    • @ChamferZone
      @ChamferZone  6 месяцев назад

      Glad to hear it :) Hope your projects shape up well with it. 👍

  • @TheBaquajean
    @TheBaquajean 6 месяцев назад +1

    Oh, I remember the Revolver Course. After completing it I made a Ruger Mk IV using the techniques from the tutorial and it kind of landed me a big contract on Upwork :D

    • @ChamferZone
      @ChamferZone  6 месяцев назад +1

      Hey there, that's fantastic news! I'm happy to hear it. I hope the contract is a great one for you! 🙌🙌

  • @eahboyyyy
    @eahboyyyy 6 месяцев назад

    Thank!

  • @jp6228
    @jp6228 5 месяцев назад

    Thank You for this I've been needing a good guide to the best remesh work flow of a while now. #CHAMFERGOAT

  • @cristianm.figuereofeliz3501
    @cristianm.figuereofeliz3501 6 месяцев назад

    since I could follow your course to make the revolver for video games I always look forward to every new project you publish about blender since my economic situation does not allow me to pay a license 3ds max you have become my hero

    • @ChamferZone
      @ChamferZone  6 месяцев назад

      Hi Christian, glad to hear from you! Absolutely, Blender is amazing. I've become quite a fan myself. I do wish though, for a robust free texturing solution comparable to Substance Painter. Fingers crossed, maybe one day we'll have it. Until then Substance Painter remains the undisputed king. 👑

  • @MrXBJonte
    @MrXBJonte 6 месяцев назад

    Looks like a nice workflow, I mostly use bevel modifier but this looks like it's more versatile on how smooth an edge is

    • @ChamferZone
      @ChamferZone  6 месяцев назад +1

      Yes the bevel modifier in combination with subdivision is pretty much what I also did in the past. In 3ds Max it's the Chamfer modifier and Turbosmooth for it. Remesher however simplifies this process a lot and looks just great. Bake ready highpoly geometry.

    • @AzraelArt
      @AzraelArt 6 месяцев назад

      is there a way to control the amount of smoothing you get on different parts of the mesh like you can with bevel weight or masking in zbrush? maybe with vertex groups?@@ChamferZone

    • @homelesstaco959
      @homelesstaco959 6 месяцев назад

      There isn't which is the main downside to it, i tried using vertex groups but you sadly lose the information when remeshing so the smooth modifer doesn't know where to only apply it.@@AzraelArt

  • @lewisthompson933
    @lewisthompson933 6 месяцев назад +1

    King Tim Returns

  • @kizhaband5632
    @kizhaband5632 6 месяцев назад +1

    i still use the subd workflow from the ak47 tutorial and only use remesh method for some parts that are a little tricky to do the subd on

    • @ChamferZone
      @ChamferZone  6 месяцев назад +1

      Hey there, yes that makes sense and there's really nothing wrong with mixing and matching different workflows and sub-d can still work very well on its own in a lot of cases too. 👍

  • @asterixus
    @asterixus 6 месяцев назад

    Hey Tim! I loved your revolver course, i learned so much from it 😄 and i wish to also follow your other two weapon courses, but I'm trying to recreate the 3ds max part using blender.
    Since you've been experimenting with blender for some time now, do you think it's better than 3ds max? (Or however your feelings are in their comparison)

  • @c2mikel
    @c2mikel 6 месяцев назад

    nice, i would add that some would still prefer zbrush since it can still handle the poly count better. but this is definitely something that will make my workflow easier than the zbrush method.

    • @ChamferZone
      @ChamferZone  6 месяцев назад

      Hello Mikel, you're right that ZBrush's strong suit is certainly at managing a high polygon count. But, I've got to say, Blender holds its own in this area as well. The scene in my video, which includes the weapon I'm focusing on and all the others from the start of the video, is a prime example. All these models, with the remesher modifier applied, add up to a significant polygon count yet the only real wait time is the initial scene load (about 4-5 minutes), but after that, I don't face any lag. For those concerned about potential lag (which I haven't encountered yet), a simple solution is to toggle the modifiers off and only activate them when exporting the highpoly 🙂 The downside of Zbrush is having to import and export, no ability to edit the lowpoly mesh as well as it being a non modifier based workflow.

  • @Guu_3DCG
    @Guu_3DCG 6 месяцев назад

    I bought your revolver tutorial and I am a big fan of your modeling technique!
    I want to buy your Mech tutorial, but I wonder I can follow the tutorial with Blender:)

  • @Rohan1s495
    @Rohan1s495 6 месяцев назад

    Please make more WEAPON Tutorial courses ( various weapons ) , i have bought your Revolver course & it was great .

    • @ChamferZone
      @ChamferZone  6 месяцев назад

      Hey there, thanks for the enthusiasm! :) I will certainly be working on another in-depth tutorial at some point and whenever I have finished my current projects for the marketplaces. Glad you liked the revolver tutorial!

    • @Rohan1s495
      @Rohan1s495 3 месяца назад

      ​@@ChamferZone Thanks , Very good to know that you'll be making more tutorial courses , i have sent you infinite number of mails for a Tutorial request with a Reference image . Please check your mail inbox .

    • @Rohan1s495
      @Rohan1s495 3 месяца назад

      ​@@ChamferZone Thank you sir , good to know that you'll be making more tutorial courses , i have sent you mails for a tutorial request with reference image , please check your inbox .

  • @YakoBlast
    @YakoBlast 6 месяцев назад

    is a new course coming? i would like a shotgun or an automatic weapon course

  • @MrEbawu
    @MrEbawu 2 месяца назад

    Amazing workflow! Are you baking this hp onto sharp edges with zero bevels?

  • @darkcult99
    @darkcult99 Месяц назад

    👍👍👍

  • @bhargavk.2144
    @bhargavk.2144 6 месяцев назад

    Would you use this method for something large like a Mech? Or would blender hang. Great method for complex pieces.

  • @HONDOMACLEAN83
    @HONDOMACLEAN83 6 месяцев назад

    @Chamferzone @Tim Do you have a crazy PC or something? If I have this one more than 1 or 2 pieces in a scene in a single scene it just makes the scene chug to death

  • @graphixworld7190
    @graphixworld7190 6 месяцев назад +1

    Hey Tim Amazing Video Very Helpful...Do U use Bevel Modifier with bevel weights for round edges & then Subdivide? What do u think about it?

    • @ChamferZone
      @ChamferZone  6 месяцев назад +1

      Hey there! Thank you :) About your question: With the remesher workflow, I've found that using the Bevel modifier isn't really necessary, thanks to the level of control we already have over edge sharpness and rounding. The thing about the Bevel modifier is that it often doesn't fit into my process. If I bevel my geometry I do so as a "hard committed" modeling action and it becomes an integral part of the lowpoly, fixed with that specific bevel. In contrast to that if I use it as a modifier and then disabling it often leads to a significant mismatch with the underlying lowpoly, which I aim to avoid at all times. In short: The goal is to keep the lowpoly as close to the highpoly as possible so I prefer to use beveling primarily as a modeling action for shaping my geometry from the start but not as modifier.

    • @graphixworld7190
      @graphixworld7190 6 месяцев назад +1

      @@ChamferZone Thank you

  • @nevalyashkaneva2310
    @nevalyashkaneva2310 6 месяцев назад

    How did you make that your modifier list addon work with blender 4.0?

  • @Pdexterness
    @Pdexterness 6 месяцев назад

    Hows performance when you need to export for baking? Does it take a long time? Do you need to export the weapon in separated parts? Thank you so much for making this video, Tim!

    • @zigglershow5383
      @zigglershow5383 6 месяцев назад

      Export to FBX is okay, only took few seconds, depends how many objects you have, you can export all the parts just fine.

  • @rajendrameena150
    @rajendrameena150 6 месяцев назад

    How your modifier stack is so well araanged

    • @alanlavery
      @alanlavery 4 месяца назад

      It is called the "Modifier list" addon, look for the fork that works with blender 4.0 - 4.1. I will share a link in a follow up comment but I find sometimes it doesn't let me.

  • @SerhiiChebas
    @SerhiiChebas 4 месяца назад

    😢 cool

  • @sucucadler2006
    @sucucadler2006 6 месяцев назад

    Nice workflow, but for me it works only with smooth and sharp, voxel mode not working on the remesher. Is there something to consider in voxel mode? i use a low poly imported model.

  • @flo5856
    @flo5856 5 месяцев назад

    Hey, I've been using this method ever since I saw it in the revolver course. I am wondering about a few things if you could possibly share your feedback about it.
    In particular because making high poly in this way you always need a closed mesh which can sometimes lead to a lot of unecessary tris count.
    The way I've been doing it is by removing those faces after baking/texturing is complete and making sure those unseen faces are basically non-existent on the UV map. I'm wondering if there's a better approach to this if saving a lot of triangles is necessary or if you would also do it this way? Cheers!

  • @ImBananaElite
    @ImBananaElite 6 месяцев назад +2

    I would 100% BUY a course making an asset with this technique while sharing your updated knowledge of Blender (shortcuts included), baking it in marmoset and texturing in substance.

    • @BoyBacon5051
      @BoyBacon5051 6 месяцев назад +2

      He put the revolver one out that's this but as a full length coarse. Its really good.

    • @ImBananaElite
      @ImBananaElite 6 месяцев назад

      @@BoyBacon5051 Thx for your reply,
      That was 2 years ago, he was new to blender, his knowledge of this software was suboptimal + it was the first time he was using Remesher​.
      I need to get back to blender and I still think there is value in a recent course.

    • @ChamferZone
      @ChamferZone  6 месяцев назад +2

      Hey there you can take a look at my latest youtube short tutorial where I go over my mouse configuration for Blender. ruclips.net/user/shortsv-3G3LgIeOQ Whenever I make a new tutorial I'll make sure to share my key config file too.

    • @BoyBacon5051
      @BoyBacon5051 6 месяцев назад +2

      @@ImBananaElite I followed the coarse and looking between this and that there doesn't seems to be really any difference in workflow. He probably learned a couple things in that time but it's not enough to make that last coarse obsolete.

  • @2Dead2Live
    @2Dead2Live 5 месяцев назад

    Have you tried using decimate modifier since geometry is getting huge over time?

  • @MateuszMokrzycki
    @MateuszMokrzycki 6 месяцев назад +2

    Do you plan to make some game asset course using hardops/boxcutter/meshmachine ? If low poly is gonna end up with lot of triangles anyway, there is nothing against using those addons

    • @memnok9980
      @memnok9980 6 месяцев назад

      Yesss!

    • @GroovyVHS
      @GroovyVHS 6 месяцев назад

      I agree. I want more content with these addons.

    • @ChamferZone
      @ChamferZone  6 месяцев назад

      Hi Mateus, thanks for bringing this up. The truth is that I tend to stay clear of such plugins because, in my view, they change Blender too drastically almost turning it into a different modeling software. That's not supposed to mean that these plugins aren't worth their money but I prefer to work with plugins that are free because otherwise It would also complicate it for me to make tutorials where everybody can follow along without having to invest in additional plugins.

  • @MrEbawu
    @MrEbawu 2 месяца назад

    Also shading even on flat surfaces is slightly jagged. Is it something that I need to worry about?

  • @kmanL3G3N3D
    @kmanL3G3N3D 6 месяцев назад

    So this method is optimized for game asset workflow?

  • @jakewhite9952
    @jakewhite9952 6 месяцев назад

    I am definitely going to use your pistol course. Very impressive. Heads-up your artstation link is broken.

    • @ChamferZone
      @ChamferZone  6 месяцев назад

      Hi Jake, very happy to hear it. If you are ever stuck along the way feel free to join the Discord and you can even open a thread in the work in progress section where I (or others too) can offer help :)

  • @Nik2ki
    @Nik2ki 6 месяцев назад

    Hello ChamferZone. I want to ask you. What are you thinking about the quad remesher Plugin by Exoside? I already have 2 versions, for 3ds max and blender.

    • @ChamferZone
      @ChamferZone  6 месяцев назад

      Hey there, at the moment I can not say anything to this plugin. In general I try to stay clear from paid plugins and I prefer to seek solutions that are possible with just the default tools or with free plugins. Of course if there is something absolutely ground breaking that only exists as a plugin it would be worth it to check it out. I am gonna take a look at this too. 👍However, for my tutorials it would complicate things if people would have to get paid plugins first in order to follow my tutorials which is the main reason why I prefer to stay as default as possible when it comes to tools.

  • @edgreig17
    @edgreig17 6 месяцев назад

    I imported from Maya to quicken my workflow but nothing works properly, I assume this is something that works best with Blender models?

  • @roquet11
    @roquet11 5 месяцев назад

    I have a doubt, I started to use this workflow, but I have several problems. When I set the modifiers it takes several minutes each time I make an adjustment, or when I open the project it takes more than 10 minutes to open, I know it is a lot of polygons but in the video it seems to have a better performance.
    Any idea what could it be?
    My pc has an i7-10700k, 32Gb RAM and a Nvidia RTX 3080.
    I'm using blender 4.2

  • @ELA-xg4iv
    @ELA-xg4iv 3 месяца назад

    object size matters ? beacuse whenever im adding remesh to 0.01 value blender crash ?need solution

  • @stormk-1130
    @stormk-1130 6 месяцев назад

    Where did you learn?

  • @vylicer
    @vylicer 6 месяцев назад

    Still learning 3d modelling, just asking, you basically do this so that you could bake your normal map to a lower poly object?

    • @ChamferZone
      @ChamferZone  6 месяцев назад

      Hey there, yes that's correct :) We require the highpoly to make a bake of maps most importantly the normal map and the curvature map to "mimic" the look of the highpoly on our optimized lowpoly. If you wanted you could watch my free tutorials here on RUclips such as the flashbang tutorial for Blender which will walk you through the complete process.

    • @vylicer
      @vylicer 6 месяцев назад

      @@ChamferZoneThanks for the response. I was wondering what was the point of this workflow now I see it. A quality looking quad high poly mesh would be ideal for baking normals. Awesome vid. Thanks again.

  • @mikeelooelo8040
    @mikeelooelo8040 5 месяцев назад +2

    How can I make my modifer menu show like yours? Is it an addon?

    • @alanlavery
      @alanlavery 4 месяца назад +1

      It is, It is called the "Modifier list" addon, look for the fork that works with blender 4.0 - 4.1. I will share a link in a follow up comment but I find sometimes it doesn't let me.

  • @rajendrameena150
    @rajendrameena150 6 месяцев назад

    I think conjuresdf addon is better for such hard surface work.

  • @55Psyco
    @55Psyco 6 месяцев назад +1

    How much RAM are you working with?
    I understand that this kind of workflow is meant for high poly models, but what should be a decent amount of RAM for this?
    I have 32GB, & sometimes I have remesh my models, but I try to limit it to around 10-15 million polygons, more than that just causes my system to lag & sometimes crash.

    • @ChamferZone
      @ChamferZone  6 месяцев назад +2

      I'm currently equipped with 64GB RAM on my laptop, though I had 32GB back when I did the revolver tutorial. A useful tip to reduce lag in Blender could be to lower the undo history settings. If it's set too high, Blender consumes a lot of memory, which might be causing your lag issues. Also, try to minimize running other heavy programs in the background during remeshing. At the moment I'm experiencing no lag at all despites having multiple remeshed guns in the scene. It also seems like the remeshing process has become faster compared to the time of the revolver tutorials. This speed improvement in remeshing has been noticed by others too, especially in the newer Blender versions like 4.0.

    • @55Psyco
      @55Psyco 6 месяцев назад

      @@ChamferZone I think the Undo limit is the main reason for blender becoming sluggish for me. I'll check it out.
      Thanks for the insight.

  • @dervitz9753
    @dervitz9753 6 месяцев назад

    there are course on "artstation learning" about this workflow and guy using it for production so ye, same thing like zbrush high poly

  • @yyin2612
    @yyin2612 5 месяцев назад

    I can't even use it because the face is too high and it gets stuck directly. I'll still choose ZB dynamesh

  • @souharmhammed766
    @souharmhammed766 6 месяцев назад

    Merci beaucoup, j'ai une demande, s'il vous plaît, je veux que vous travailliez sur une maquette d'un kayak Fenn.

  • @pioterekl
    @pioterekl 6 месяцев назад +1

    Thanks for Email

    • @ChamferZone
      @ChamferZone  6 месяцев назад +1

      I am glad you received it because my statistics show that only 20-30% actually open my emails. Most of them end up in the spam folder because google and microsoft perceive gumroad as spam 😅

  • @user-hp5mk3mn2n
    @user-hp5mk3mn2n 6 месяцев назад

    I have the same problem, I set your parameters and my blender freezes (i7 rtx3070)😢

  • @GameDeveloper-nq6zi
    @GameDeveloper-nq6zi 6 месяцев назад

    The highpoly looks kinda " blurry" compared to zbrush polish workflow

  • @mikeelooelo8040
    @mikeelooelo8040 6 месяцев назад +3

    I hate Zbrush, if this makes me forget about it, amazing

    • @Azzazel_
      @Azzazel_ 6 месяцев назад +2

      Good luck trying to replace zbrush with blender for sculpting

    • @mikeelooelo8040
      @mikeelooelo8040 6 месяцев назад

      I dont sculpt, I just needed this dynamesh and polish workflow so this video fixes it for me

  • @Vertrucio
    @Vertrucio 6 месяцев назад

    Zbrush decimate is still better, and with a good import/export GoZ plugin can be fast. But going between apps is its own problem.
    I think that changes when Blender finally makes this remesh, smooth, and decimate modifiers use multiple threads on CPUs and even GPUs.
    Those curved areas can be made a lot better with the Sharp or Smooth remesh type, but it's even less performant than voxel remesh.

  • @eduardo0250
    @eduardo0250 6 месяцев назад

    Your list of modifiers is different, is that an addon?

    • @alanlavery
      @alanlavery 4 месяца назад

      It is, It is called the "Modifier list" addon, look for the fork that works with blender 4.0 - 4.1. I will share a link in a follow up comment but I find sometimes it doesn't let me.

  • @Astrobers
    @Astrobers 6 месяцев назад

    Can you share your pc specs? Please. Because i wandered why my pc can't handle so much topology 😅

    • @ChamferZone
      @ChamferZone  6 месяцев назад +1

      Hey there, you can see my laptop specs here i.imgur.com/0quiV7f.png (I am using a laptop because I am currently living life as a digital nomad who likes to remain flexible with my location ;) A useful tip to reduce lag in Blender could be to lower the undo history settings. If it's set too high, Blender consumes a lot of memory, which might be causing your lag issues. Also, try to minimize running other heavy programs in the background during remeshing. At the moment I'm experiencing no lag at all despites having multiple remeshed guns in the scene. It also seems like the remeshing process has become faster compared to the time of the revolver tutorials. This speed improvement in remeshing has been noticed by others too, especially in the newer Blender versions like 4.0. Worth giving it another try now.

    • @Astrobers
      @Astrobers 6 месяцев назад

      @@ChamferZone Thank you!

  • @medokage2325
    @medokage2325 6 месяцев назад

    BLZ, make course like the AK one or the revolver, but using this technique, I'm tired to see others who make guns using this technique while I'm suffering with subdi.

  • @Vincent_Do
    @Vincent_Do 6 месяцев назад +1

    T

  • @Azzazel_
    @Azzazel_ 6 месяцев назад

    Nice seeing blender trying to imitate zbrush, hope it gets better so i can stop paying for zbrush, despite there's a long road ahead

  • @JordanMossy
    @JordanMossy 6 месяцев назад +10

    Biggest downside to this workflow is blenders complete lack of performance in highpoly geometry, especially on more complex shapes that need more remesh divisions.

    • @ChamferZone
      @ChamferZone  6 месяцев назад +4

      Thanks for watching! In this video, you'll see a scene with several weapons I'm currently developing. I find it efficient to work in one file, as it allows me to easily copy and paste reusable parts, and I'm not experiencing any lag and I am working on a laptop. I don't think that this does Blender justice to say it's a complete lack of performance. Plus, you have the option to toggle the remesher modifiers off, turning them on only when you're ready to export the highpoly.

    • @axelkarsten9828
      @axelkarsten9828 6 месяцев назад +1

      what pc are you using? i work with blender everyday. my scenes always have between 5 and 15 million polys, because usually need a loot of folliage and photoscans, but i have top parts.. 4090, i9... etc, maybe thats your problem and its not blender fault

    • @JordanMossy
      @JordanMossy 6 месяцев назад +1

      @@axelkarsten9828 i9 13900k, 128gb ram Nvidia rtx 4090.
      I don't think my PC is the issue.
      I work in games and have for the past 10 years, blender handles high polycounts substantially worse than other applications.
      Yes it won't turn off, yes you can import high geo and manipulate at the object level, but anything at the sub object/mesh level at million polycounts and it crashes frequently.
      This method gets ok results at a distance, for close geometry expected of the industry I'm working in much denser geo is necessary to keep those edges from turning to mush.

    • @biriani2855
      @biriani2855 6 месяцев назад

      Not everyone can afford that😢@@axelkarsten9828

  • @keithtam8859
    @keithtam8859 6 месяцев назад

    to be honest, I thought the tutorial would lean more to the retopology side...

  • @nyx8026
    @nyx8026 2 месяца назад

    This is way too performance heavy

  • @JabagaDenanza
    @JabagaDenanza 6 месяцев назад

    Everything is very cool! Make a course on AR 15 using the boolean method and then I will become the happiest person on earth!

  • @UNR3al1st1c
    @UNR3al1st1c 6 месяцев назад +1

    I want to say that you will need a powerful computer, at least 32 gigabytes of RAM. And something like 8 cores processor. My computer i5 9400f 16 gb RAM, unloaded the project about 2-3 hours. Now I have i5 13600KF, 32 gb DDR5-6000 unloads the project in 5 minutes.
    In zbrush this method worked on my old weak pc, in blender it was very very very slow.
    But unfortunately zbrush interface makes me uncomfortable.