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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Комментарии • 78

  • @digitalartworm
    @digitalartworm 3 года назад +31

    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

    • @BlenderSecrets
      @BlenderSecrets  3 года назад +3

      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).

  • @BlenderSecrets
    @BlenderSecrets  4 года назад +32

    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.

  • @100Peterll
    @100Peterll 4 года назад +35

    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.

  • @carlosedubarreto
    @carlosedubarreto 4 года назад +22

    This must be added to a category: "awesome tips". Simple and amazing. thanks!!!

  • @awayfromhome8580
    @awayfromhome8580 Год назад +1

    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

  • @user-gq1ij
    @user-gq1ij 2 года назад +2

    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

  • @PetrSmrtka
    @PetrSmrtka 4 года назад +4

    Sounds like nice trick for retopology.

  • @abiyyupanggalih854
    @abiyyupanggalih854 4 года назад +7

    I save this into a blender playlist 👌

  • @bluetongue7723
    @bluetongue7723 4 года назад +3

    I never though about using the multires modifier, this'll make switching between different subdivisions really easy!

  • @chadconley9641
    @chadconley9641 3 года назад

    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!

  • @McPatoo
    @McPatoo 6 месяцев назад

    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

  • @pile333
    @pile333 4 года назад +1

    I think we all have tried something like that in the past.
    Very interesting process.

  • @OAM1
    @OAM1 4 года назад +6

    wait, whaaat, for real??
    Wow!

  • @PoMkAc27
    @PoMkAc27 4 года назад +1

    Yes, I love new multires modifier too )) it is necessary mod

  • @Tooncomtech40
    @Tooncomtech40 3 года назад

    I practiced it into my shoes model and it worked! Thanks a lot

  • @ecstasy6913
    @ecstasy6913 4 года назад +1

    Excellent, thanks

  • @samiuelee
    @samiuelee 11 месяцев назад

    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.

  • @mr.hashundredsofprivatepla3711

    Oh my god this is just genius

  • @DanielMeurer
    @DanielMeurer 2 года назад

    Very nice one!

  • @fivefingerfullprice3403
    @fivefingerfullprice3403 3 года назад

    Whoa, gamechanger.

  • @amirulmukmin4965
    @amirulmukmin4965 Год назад

    awesome

  • @sriharivaila7276
    @sriharivaila7276 2 года назад

    Thank you you are God it was very helpful.

  • @haha3843
    @haha3843 Год назад

    I WAS THINKING THE SAME WAY THIS IS 🤯

  • @BATCH3
    @BATCH3 2 года назад

    Lifesaving

  • @SUPER_RABISCADO
    @SUPER_RABISCADO Год назад +1

    👏😮

  • @praveenb-xr
    @praveenb-xr 2 года назад

    Really ..I willing subscribed to yours

  • @holdondino6650
    @holdondino6650 11 месяцев назад

    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.

  • @surferriness
    @surferriness 11 месяцев назад

    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

  • @ardor8803
    @ardor8803 3 года назад

    holly shit you are the hero

  • @user-yn8tz3lh2j
    @user-yn8tz3lh2j 3 месяца назад

    😮😮😮😮wooooow

  • @seeboo6376
    @seeboo6376 4 года назад

    You must have very good hardware to be able to add up more subdivs so quickly

    • @notpumkin
      @notpumkin 4 года назад +1

      It could also be edited, since his videos are 1 minute long, that's an obvious thing to cut out.

    • @BlenderSecrets
      @BlenderSecrets  4 года назад +3

      I have a normal computer, but also editing software ;-)

    • @seeboo6376
      @seeboo6376 4 года назад

      @@BlenderSecrets ok :)

  • @fullyleaded
    @fullyleaded 2 года назад

    Wow! What might be difficulties in using this method? Could you do this with a scan of a car?

  • @nopal87
    @nopal87 4 года назад +7

    well my pc exploded...

  • @pile333
    @pile333 4 года назад +2

    Once again I think this must be useful for 3D printing, right?

    • @BlenderSecrets
      @BlenderSecrets  4 года назад +4

      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.

  • @halog2609
    @halog2609 2 года назад

    Amazing! thank you very much!
    do you know of a way to implement the shrink wrap for cnc carving in solidworks?

  • @e.studiod6528
    @e.studiod6528 4 месяца назад

    when I subdivide the suitcase is pulled towards the center I don't know why this is happening

  • @giorgimikava1327
    @giorgimikava1327 Год назад

    Did you use instant meshes, or how did you get so clean low poly mesh...thank you

  • @kurtcostanilla2971
    @kurtcostanilla2971 3 года назад

    this should be added as addon modifier named quad low res retopo ,ahaha

  • @NexVice
    @NexVice 11 месяцев назад

    What's the difference between this method and using Quad Remesher?

  • @lisniakaleksandr6923
    @lisniakaleksandr6923 Год назад

    It's how make retopology after sculpt and subdivision model?

  • @TTBrothers_
    @TTBrothers_ 3 года назад

    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

  • @bar7381
    @bar7381 Год назад

    this almost seems too good to be true

  • @BungieStudios
    @BungieStudios Месяц назад

    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.

  • @GhostRiderSpiritOfVengeance
    @GhostRiderSpiritOfVengeance 3 года назад

    I love the idea of this but... None of my options match yours in the MultiRes and Shrinkwrap.. Im using 2.83 ?

  • @D00kie753
    @D00kie753 6 месяцев назад

    0:00

  • @boberzragadik
    @boberzragadik Год назад

    how about the multi res modifier, do i still need to apply it on the low poly mesh?

  • @user-ho6uk9wu7x
    @user-ho6uk9wu7x Год назад

    0:10

  • @Yvola
    @Yvola 9 месяцев назад

    Does this still work well in a game or will it not have good quality? As in is this only effective in blender.

    • @digitalmc
      @digitalmc 6 месяцев назад

      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.

  • @caencfy4702
    @caencfy4702 2 года назад

    Do this increased faces and make blender laggy?

  • @FPChris
    @FPChris Год назад

    Does this retain the texture map?

  • @bertrand5115
    @bertrand5115 4 года назад

    Any idea how to keep the texture from the original scan ?

    • @BlenderSecrets
      @BlenderSecrets  4 года назад +2

      You can use this method: ruclips.net/video/hTWax4_oDw8/видео.html

    • @bertrand5115
      @bertrand5115 4 года назад

      @@BlenderSecrets Thank you !!

  • @artrhads
    @artrhads 4 года назад

    Pressing Remesh and got model with many holes. How to fix it?

    • @BlenderSecrets
      @BlenderSecrets  4 года назад +1

      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

    • @artrhads
      @artrhads 4 года назад

      @@BlenderSecrets my case: ruclips.net/video/HVP8pg4cdYI/видео.html

    • @jascrandom9855
      @jascrandom9855 4 года назад

      @@artrhads Jeez, that looks bad.

    • @awayfromhome8580
      @awayfromhome8580 Год назад

      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

  • @Atomic-toons00
    @Atomic-toons00 4 месяца назад

    yes but how to apply without getting to much polygons 😂

  • @Recoletor
    @Recoletor Год назад

    No me salió :'(

  • @BestMods168
    @BestMods168 3 года назад

    🤔🤔🤔👏👏👏

  • @syam.k.yenubari
    @syam.k.yenubari 4 года назад

    Does it replace retopoly of character creation

    • @BlenderSecrets
      @BlenderSecrets  4 года назад +1

      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.

    • @syam.k.yenubari
      @syam.k.yenubari 4 года назад

      @@BlenderSecrets thank you

    • @jascrandom9855
      @jascrandom9855 4 года назад +1

      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.

    • @syam.k.yenubari
      @syam.k.yenubari 4 года назад

      @@jascrandom9855 but you will be end up with lots of ngons and triangles

    • @jascrandom9855
      @jascrandom9855 4 года назад +1

      @@syam.k.yenubari surprisingly, not really.

  • @max_nadolny
    @max_nadolny 2 года назад

    Topology will be not correct in this case.

  • @silentlady408
    @silentlady408 2 года назад

    This mobile format for video is bad thing :(