Setting up some timestamps for myself, feel free to use them as well: 10:25 number of necessary loops 13:15 pole placement 14:20 requirements 18:05 Realistic retopo flow 25:00 demonstration 33:00 tip 45:00 bevel method
That was incredibly useful. It definitely filled in the blanks of workflow for me. Big thanks to the speaker for sharing his expertise and ofc Blender channel for posting such gem to the general public
(personal timestamps) 4:32 Seam/Hard edges marks 5:22 Face sets (colored) 8:37 Edge flows 10:37 Hard edges and wrinkles 11:15 Main faces for lips, eyes and eyebrows 14:26 Spaghetti of lines 15:11 Alternative head 18:18 Realistic head 26:13 Shrinkwrap tip 30:05 Eye 39:15 Side relax tip 45:09 Bevel tip
We need an "auto-retopo" tool (work in 90% of cases for humanoid) A couple of possible methods: 1) Draw "edge flow" on the body and head to serve as "guides", and where they meet are your "pinch spots". script uses your data to do the retopo. 2) 4 to 5 "primitive" topologies to choose from, and shrinkwrap that onto the sculpt, and a script finishes it off to apply some adjustments. 3) possible third - nvidia comes up with a neural retopo for us that works in 99.9999% of the cases.
i think retopology is fun it's underrated. it really is like a puzzle, like solving a good sudoku i love me a good sudoku. i always hear people complain "wah wah wah topology is soo harddd", as if i am not in their house right at that moment. as if they're safe
This was hugely useful! I have been wanting to improve my re-topology and the hard part was finding a good method in Blender, since most methods used paid plugins or other programs. I think I will definitely use this method! It seems relatively quick especially if you focus on the main areas separately. It also solves a huge issue I had with shrinkwrap where I could not get it in creases, but I guess "project" can solve that now, yay!
Would be nice if retopo wasn’t such a nightmare in Blender itself. Having to buy plugins or use a different 3D software altogether just to have tools to work with shouldn’t be the norm. Please throw us a bone here.
Looks custom made - the whole pop up window. Or an addon perhaps. At 14:26 he opens the drop down menu with the show/hide wireframe option. Right click the tick box next to Wireframe and add it to your Quick Favorite menu. Then it is always there when you press q.
Yeah, it's right click, which displays different options depending on context, so e.g. in edge select mode, the right click menu will display the options pertaining to edges like Mark Seam.
@@Bulborb1 I know that right clicking in the different mode will pop up different menu related to operation in that mode. But In the video at the time stamp I refered to. He's in the edit mode (vertex). And the menu show up clearly isn't right click menu in the vertex edit mode tho. (Such as viewport render image , knife project etc.)
To be honest, I am disappointed with the functionality of the retopology in Blender. I forced to use third party addons. Why developers do not add the ability to quickly assign a color to a new mesh and the ability to see only the part of the mesh that is located on the visible side? Even Maya, which does not have a lot of retopology tools, has better functionality, while the default Blender has been in place for many years.
coz blender looks what is beyond and left behind what is needed. and that sums up to fast faced development and letting the user to endure the pain of doing it at what it meant to be. and letting the remoras swarm and create an addon that is paid and attached to this free software.
because there are more people that complain like you then contribute .Rather encourage more users to contribute to the developer fund or learn some development yourself and contribute . Then topoligy tools and algorythm studies can be focused on by a group of devs . Blenders big, so there are alot of areas that could get focus like this but others take priority as you can do what you need with the existing functionality in retopo but of you want to be more efficient with better tool , either use a addon or contribute more .
Setting up some timestamps for myself, feel free to use them as well:
10:25 number of necessary loops
13:15 pole placement
14:20 requirements
18:05 Realistic retopo flow
25:00 demonstration
33:00 tip
45:00 bevel method
That was incredibly useful. It definitely filled in the blanks of workflow for me. Big thanks to the speaker for sharing his expertise and ofc Blender channel for posting such gem to the general public
wow years of knowleadge packed in 50 min...thx...so cool ...every year of converence is mindblowing...the cherry with Ton on top.
(personal timestamps)
4:32 Seam/Hard edges marks
5:22 Face sets (colored)
8:37 Edge flows
10:37 Hard edges and wrinkles
11:15 Main faces for lips, eyes and eyebrows
14:26 Spaghetti of lines
15:11 Alternative head
18:18 Realistic head
26:13 Shrinkwrap tip
30:05 Eye
39:15 Side relax tip
45:09 Bevel tip
We need an "auto-retopo" tool (work in 90% of cases for humanoid)
A couple of possible methods:
1) Draw "edge flow" on the body and head to serve as "guides", and where they meet are your "pinch spots". script uses your data to do the retopo.
2) 4 to 5 "primitive" topologies to choose from, and shrinkwrap that onto the sculpt, and a script finishes it off to apply some adjustments.
3) possible third - nvidia comes up with a neural retopo for us that works in 99.9999% of the cases.
Even before that we actually need an normal retopo method. Such a pain to use modifers all over the place when retopoing
This program this community is the best i’ve ever been apart of
The '2-pole' trick is a wonderful idea. Thank you
i think retopology is fun it's underrated. it really is like a puzzle, like solving a good sudoku i love me a good sudoku. i always hear people complain "wah wah wah topology is soo harddd", as if i am not in their house right at that moment. as if they're safe
This was hugely useful! I have been wanting to improve my re-topology and the hard part was finding a good method in Blender, since most methods used paid plugins or other programs. I think I will definitely use this method! It seems relatively quick especially if you focus on the main areas separately. It also solves a huge issue I had with shrinkwrap where I could not get it in creases, but I guess "project" can solve that now, yay!
Great presentation!
The OS he is using is called Pop!_OS BTW
Thanks for this comment. I'd never heard of pop os. Looks cool and I'm going to try it out.
useful, thank you!
Would be nice if retopo wasn’t such a nightmare in Blender itself. Having to buy plugins or use a different 3D software altogether just to have tools to work with shouldn’t be the norm. Please throw us a bone here.
thanks for this video
Summary- split to islands, mark sharp or seam and join with diamonds.
Where can we find more info about the Shading Presets -> Object Visibility -> Toggle: Object Wireframes shown at 14:29?
Looks custom made - the whole pop up window. Or an addon perhaps.
At 14:26 he opens the drop down menu with the show/hide wireframe option. Right click the tick box next to Wireframe and add it to your Quick Favorite menu. Then it is always there when you press q.
Thanks for the lesson sir! May I ask, What's that menu on 28:59 sir?? it's look kinda like quick fav but it's not?
just the right click and it differ when you change the tools. ex. sculpting menu differ from edit menu when you right click.
@@rodolflum3444 it's clearly not a right click menu isn't it. or maybe I'm wrong.
Yeah, it's right click, which displays different options depending on context, so e.g. in edge select mode, the right click menu will display the options pertaining to edges like Mark Seam.
@@Bulborb1 I know that right clicking in the different mode will pop up different menu related to operation in that mode. But In the video at the time stamp I refered to. He's in the edit mode (vertex). And the menu show up clearly isn't right click menu in the vertex edit mode tho. (Such as viewport render image , knife project etc.)
@@Puunboy my mistake, yeah looks like some type of Specials menu in edit mode...
👍🏻
To be honest, I am disappointed with the functionality of the retopology in Blender. I forced to use third party addons. Why developers do not add the ability to quickly assign a color to a new mesh and the ability to see only the part of the mesh that is located on the visible side? Even Maya, which does not have a lot of retopology tools, has better functionality, while the default Blender has been in place for many years.
coz blender looks what is beyond and left behind what is needed. and that sums up to fast faced development and letting the user to endure the pain of doing it at what it meant to be. and letting the remoras swarm and create an addon that is paid and attached to this free software.
because there are more people that complain like you then contribute .Rather encourage more users to contribute to the developer fund or learn some development yourself and contribute . Then topoligy tools and algorythm studies can be focused on by a group of devs . Blenders big, so there are alot of areas that could get focus like this but others take priority as you can do what you need with the existing functionality in retopo but of you want to be more efficient with better tool , either use a addon or contribute more .
i mean, you did find up a solution in the end right, what's wrong with the solution being addon