Blender Secrets - Reconstruct lower subdivisions from a 3D scan
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- Опубликовано: 21 авг 2024
- This is a very detailed 3D scan, and the topology consists of many tiny triangles. This is not convenient if we want to UV unwrap the mesh, or rig it for animation. Ideally, we'd have a very low poly base mesh with a Multires modifier that contains all the higher levels of subdivision. But how do you recreate those from a 3D scan? This video explains.
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Nice tip - I find that the following workflow also useful if a bit more lengthy
1) apply decimate modifier to copy of hi res model and reduce the polygon count to as low as possible while maintaining a reasonably good low poly version of your model.
2) apply the decimate.
3) In edit mode - apply ALT J + increase angle to 180 to get rid of max no. of tris as possible.
4) in Sculpt mode use the smooth/ flatten/ brushes to remove any tangled polygons on the decimated mesh (using the simplify brush in dynotop mode can also help to reduce poly count nicely)
5) In edit mode again Apply Alt J again.
6) Now apply a weld modifier (to insure all surface vertices are connected.
7) export this remesh as obj and import into instant meshes.
8) Export retopified low poly quad mesh from instant meshes and import back to blender
9) unwrap this model
10 Bake normals from original hi poly model to the instant meshes obj.
I find this results in a very clean low poly model and takes the normal maps excellently. I hope some user find this process useful too
Oh, nice! It's always good to have more workflow options. Instead of Instant Meshes you can also use the Quad Remesher add-on for Blender. It's a paid add-on but I've heard that it's on par with ZBrush's remesh function (which is very good).
This is a very detailed 3D scan, and the topology consists of many tiny triangles. This is not convenient if we want to UV unwrap the mesh, or rig it for animation. Ideally, we'd have a very low poly base mesh with a Multires modifier that contains all the higher levels of subdivision. But how do you recreate those from a 3D scan? This video explains.
That's awesome, I'm not a sculptor but I imagine a lot of people could use this tip for faster sculpt retopology instead of doing it manually or using 3rd party software.
This must be added to a category: "awesome tips". Simple and amazing. thanks!!!
Thanks you!
In two days of searching that kind of tips you are the only one who said what to do with our modifiers, if we can delete them or not, thanks for doing things till the end mate
When this was uploaded I was a beginner and couldn't understand anything, now I am here again after searching it, this growth feels good
Great work
Nice, well done!
Sounds like nice trick for retopology.
I save this into a blender playlist 👌
I never though about using the multires modifier, this'll make switching between different subdivisions really easy!
I have to say, this is some pretty slick work. I don't see many tuts out there touching on remesh, shrinkwrap, or multires. Keep this coming!
Ya this is like a 'lazy retopology' dx, BTW: If you remesh in Quad Mode, maybe u have a mesh split in half, so try to remove 1 of them, then apply a mirror and connect the meshes using Clipping and Merge in the modifier
I think we all have tried something like that in the past.
Very interesting process.
wait, whaaat, for real??
Wow!
Yes, I love new multires modifier too )) it is necessary mod
I practiced it into my shoes model and it worked! Thanks a lot
Excellent, thanks
You just saved the day. I was looking for a way to remesh my ground sculpts because my vertex density is never uniform when distributing points on meshes with geo node.
Oh my god this is just genius
Very nice one!
Whoa, gamechanger.
awesome
Thank you you are God it was very helpful.
I WAS THINKING THE SAME WAY THIS IS 🤯
Lifesaving
👏😮
Really ..I willing subscribed to yours
surely you cant use this for rigging like you claim though, it doesn't have any of the key edge loops for deformation. fine for a static mesh but idk about animation.
recently I wanted to create bricks from cubes. Low poly base mesh and baked details to displacement map. Same procedure as every year.
I did it the other way round. Starting from a cube and subdividing it a few times with mulitires modifier. When subdividing, the newly generated nodes' positions get averaged of course, so a cube becomes sphere-like, although I rather need to preserve the cube's shape for the brick. It's a shame blender doesn't have this.
Of course I can apply the modifieres and shrinkwrap and etc. but it is three times the work.
Now that I write the comment I remember that one can simply duplicate meshes.
Ok I am idiot
holly shit you are the hero
😮😮😮😮wooooow
You must have very good hardware to be able to add up more subdivs so quickly
It could also be edited, since his videos are 1 minute long, that's an obvious thing to cut out.
I have a normal computer, but also editing software ;-)
@@BlenderSecrets ok :)
Wow! What might be difficulties in using this method? Could you do this with a scan of a car?
well my pc exploded...
Once again I think this must be useful for 3D printing, right?
If you want an easy way to improve and clean up the model for 3D printing, yes it's very good to have the lower subdiv levels so you can smooth out or improve problem areas at a lower resolution, instead of at the highest level. I've cleaned up many models for 3D printing that way.
Amazing! thank you very much!
do you know of a way to implement the shrink wrap for cnc carving in solidworks?
when I subdivide the suitcase is pulled towards the center I don't know why this is happening
Did you use instant meshes, or how did you get so clean low poly mesh...thank you
this should be added as addon modifier named quad low res retopo ,ahaha
What's the difference between this method and using Quad Remesher?
It's how make retopology after sculpt and subdivision model?
I have some problem with this method. When I shrinkwrap my model to original sculpt and subdivide mesh in multires I got a lot of artefacts. How to fix it?
Thanks
this almost seems too good to be true
How can I learn UV Unwrapping? Obviously, I just have to do it until I get my 10,000 hours in, but I don't even know where to begin.
I love the idea of this but... None of my options match yours in the MultiRes and Shrinkwrap.. Im using 2.83 ?
0:00
how about the multi res modifier, do i still need to apply it on the low poly mesh?
0:10
Does this still work well in a game or will it not have good quality? As in is this only effective in blender.
Yes if it wont be animated. So if it is a statue or prop in a game yeah. If it is for a character that is rigged than no the topology would need to be adjusted for movement.
Do this increased faces and make blender laggy?
Does this retain the texture map?
Any idea how to keep the texture from the original scan ?
You can use this method: ruclips.net/video/hTWax4_oDw8/видео.html
@@BlenderSecrets Thank you !!
Pressing Remesh and got model with many holes. How to fix it?
That's odd, what kind of remesh method did you use? Voxel remesh shouldn't leave any holes. There's a method to fix holes quickly, maybe it will help you ruclips.net/video/gh7pN1OjYzQ/видео.html
@@BlenderSecrets my case: ruclips.net/video/HVP8pg4cdYI/видео.html
@@artrhads Jeez, that looks bad.
Maybe because your two meshes are not exactly on the top of each other, when you duplicate you'll have to press shift+D and right click to make them match 100% i know it's late but if someone comes across this it may help ;)@@jascrandom9855
yes but how to apply without getting to much polygons 😂
No me salió :'(
🤔🤔🤔👏👏👏
Does it replace retopoly of character creation
Well, for a character you might want to have very specific edge flow, like in the face especially. So I think with character you are still better off doing it manually.
@@BlenderSecrets thank you
I think you can use this method to accelerate your retopology work by like 80%-ish, and then add proper edge flow where its needed.
@@jascrandom9855 but you will be end up with lots of ngons and triangles
@@syam.k.yenubari surprisingly, not really.
Topology will be not correct in this case.
This mobile format for video is bad thing :(