Thanks A LOT for the extra tips everyone! You've all pointed to a bunch of things I can do better with my workflow, such as pressing CTRL+1 in Sculpt mode to add a Multi-res modifier when there is none on the object. It's obviously a simpler solution than writing a custom Blender plugin, but on the flipside I now know how to write Blender plugins! Thanks to everyone who mentionned that. Another great tip from everyone is to use Anchored as a stroke method and to then set the mapping method to Area Plane (under Texture) to have a great alpha-stamping brush that isn't performance intensive. All great tips that I didn't know about because I'm a huge Blender n00b but that I'm very grateful to know now. You've shared other great tips in the comments that are absolutely worth to be read by people, so thank you again. The Blender journey continues!
I am really glad to have found your channel. Looking into your site has led me to rethink giving up on making clothing and garments. Looking forward to taking some courses. Thank you.
I really hope see more stuff from blender, I really love that content. Recently I started a position like 3d Artist on a AAA game and I'm the only one that uses blender, See you work with blender makes me feel supported ;,) Thanks so much Laura
Hello! You can have the multires mod by going into sculpt mode and press CTRL+1 or 2 or 3 depending on the amount of subdivisions you want. Hope to see more of your stuff in blender. Cheers!
Hey, great video as always! Small tip, with sliders that don't go below a certain value by dragging (such as the 0,01 for the Remesh), you can click the number in the slider, and type numbers much smaller than that. Math operations also work, like 0,01/2 to get 0,005. The (by default) Shift+R hotkey also works to change the Remesh resolution to a lower amount while in Sculpt Mode. It's very handy for sliders like this, as well as working in Shaders and GeoNodes, where these sliders are much more common.
I came here for the helpful blender insights but I was delighted when you talked about using python to develop a quick plugin. I have been making over a dozen blender plugins in the last one and a half years and I think it’s super fun and incredibly powerful
Cheers Arturo! That's awesome haha! Btw RUclips auto-filters comments with links so I'm not sure where your reply with the video link went but if you submit it again I'll approve it. Thanks again for letting us know!
Another important thing that people seem to forget these days: For finer details such as wrinkles, you don't need to subdivide the model to high hells. You can use dyntopo to generate topology on the fly as you're drawing.
I accidentally remeshed an object to to 33 million triangles the other day and I was surprised it even did it let alone that I was still able to move and tumble the object (didn't attempt sculpting on it though). Blender seems pretty good with high polycounts.
You can also cycle through multires resolution levels while in sculpt mode. Use the [Page Up] and [Page Down] buttons to do this. I've created my own addon for my keybinds as well.. Just so much easier than having to set them up manually. Plus they're easily toggled and can be workspace dependent Here are two keybinds I have for multires, if the modifier is available: Shift + Pgup = Multires subdiv / up a res level Shift + PgDn = Multires unsubdiv / down a res level and apply base if at lowest level
I am not sure if your aware of this, but you don't actually need to sculpt at that level of detail in Blender. In Blender you won't have to export maps like you have to in ZBrush. Once you have your base sculpt fleshed out and your ready to start adding your details, you can hook up some materials and start painting them in. Coming from ZBrush it took me a while to realise this. I hope this can help out with your experience using Blender 🤟🤟🤟
@@sci_worlds From what I saw, yes, but I still prefer using ZBrush, it's faster and can handle more polygons. There's even a plugin that lets you transfer objects between programs without the extra export like before
blender is awesome for a free license but blender sculpters against Zbrush sculpters doesn't exist, you can make cool sculpt for video games but never for high cinematic.
You need to apply your modifiers, if that not the case you are slow down all your processes x10. You can apply it in modifier window near the camera sign, this little arrow that point down, press that an apply.
For sculpting using alpha brushes you better use "Anchored" in stroke method (Space and Drag dot are lagging) and also use the "Area Plane" in Texture>Mapping (in the same place where the setting of the stroke). It's the same as in ZBrush use drag rect for alpha skulpt.
HI! You actually don't need to increase your base mesh resolution to work in Mulrires. This modifier has a "Reshape" Button in the "Shape" tab, which allows to copy vertices position from other objects, as long as they have the same polycount. This means that if you have a copy of your base mesh with already applied subdivision or multiresolution modifier, you could sculpt on it without freezes( Because topology on it is without Multires and is kinda baked, I don't know if you could call it that ), and afterward select both your copy and Multires mesh with Multires one selected last(It glows yellowier in this case), and press "Reshape" which will transfer the shape from copied mesh that you've sculpted on to your main(Multires) sculpt. This is also useful if you need to do some tweaks in Zbrush ( As long, as they don't mess with your polycount) and import it back onto your mesh in Blender.
I'm having trouble understanding this. So you don't need to subdivide up your base mesh but instead subdivide a copy and tell multires to work from that shape? As someone who wants to understand the nuance of multires I appreciate you taking the time to write this, but I'm struggling to grasp the idea.
@@AberrantAberrant No, you need to subdivide your basemesh to the desired level, then you can make a copy of it and apply the multires to the copy. This means that the copy is subdivided, but you won't be able to return to a lower resolution of the mesh on the copy( because you applied the multires modifier). You will have two separate meshes: one with multiresolution(this is your main), and one without. Then you can alter the shape of your copy in the way you need (but don't change your vertex count(like with merging, extruding, etc.), or it won't work). What you have now are two separate meshes that are not linked in any way, identical in their vertex count, but different in their shapes. What "reshape" button now essentially does is just rearranging vertices of your main mesh to match the copy on which you sculpted. So in the end your workflow looks like this: Create your face(or anything that needs multires) -> Subdivide it to the desired level of details(For example 3) -> make a copy of it (Shift+D on the object) -> apply Multires ( -> sculpt details on copied mesh -> Select copy then the original with shift button-> Press reshape in Multires modifier on the original mesh( On which you haven't pressed "apply")-> you have two identical meshes now, with the exception that your original mesh still has all lower subdivision levels information. You can also then press "Apply Base", it will reshape lower subdivision levels, so that their form will match your highpoly . Sorry for bad explanation, I'm not a native speaker.
@@monkeydad47 Kind of, yes! Though you can encounter some artifacts when you edit your model in lower subdivisions. And displacement is stored in UV space with texutes while multires uses tangent space (I can be wrong)
Glad to see more Blender content. Enjoyed the brush settings video too. I rarely subscribe to any channel... I'm picky. You got me. The idea is to make 3D accessible to creative people, right? Keep up the good work... enjoy your videos.
I mostly use Blender's Sculpting to transfer (bake) smaller details from a high poly mesh to it's low poly counter part. I have no idea if it's the correct workflow, but what I do is subdivide my HP mesh a few times with the SubD modifier and then add a Multi res mod on top (not applied). Since they're meant to be smaller, finer detail most of the time, I tend to crank it up to be anywhere between 12 and 23 million vertices. And yes, it can get laggy. I can bring it up to 40 million, but it takes ages to get there and it's essentially unworkable.
Very Very good route you are taking , Watching a Zbrush pro comparing blender in that way is really informative and that opens for you a huge community and what is the best about blender is if you don't like something ... change it 😀! as you have done with this sneaky little addon
Thank you for this very informative video!! It's really what I've been looking for for a long time :) It turns out Blender can do quite a lot with 32 Gb of RAM this is amazing! Just a little tip! Maybe you should consider using the Anchored stroke method on the brush settings for applying skin alphas, it really helps a lot. Also remember to make sure your sculpt plane is set to "area plane". To add more direction to the alphas you can try changing the scale value of the textures on the texture settings... I really think the 3 things Blender could use as major improvements to sculpting would be: Finally adding "Sculpting Layers"; A much needed rework on the texture settings and functionality and; A better displacement system, comparable to zbrush's morph tools and other methods you've shown through the Outgang courses :)
Thanks for showing us how far sculpting can go in blender, I was too scared to try pushing the boundaries that far on my newer rig. X'D Btw, if you intend to compare other software's sculpting capabilities, I'd love to see you cover 3D Coat for it's voxel-based sculpting and it's retopology tools(both auto-retopo and manual). I've been hearing 3D coat is fantastic for these features and can be used to create even finer details than most other sculpting programs with less performance impact.
Hello It was a very impressive video. I've been using zbrush for about 19 years and I still think zbrush is the best sculpt tool, but I don't use it anymore since 6 months ago. I only buy quad remesher and use it. It has already been tested that only a blender is used, only 10 million ants work smoothly to the degree of polygon, and even pores of 50 million polygons can be expressed when using a mutires modifier, and the results are good. Usually - dintopo/remsher- topolozy - multires (shirinkwrap)-final polishing is my pipeline. Now that the paint function has been added, I think it is better. The best advantage is that you don't have to move the tool. I'm sure many Pro 3D artist will use more Blender in the future. Let's have fun!
I’ve been using Blender since like 2011 for 3D game design stuff. I personally would say it was better (at least for what most indies will aspire for) than Maya. I used Maya at school a lot and it would crash all the time and be super buggy. Even back then Blender never gave me those issues. Incredibly, back then (probably still today but idk) you could store a blender 2.7X application on a USB (no need for installation afterwards, it could boot from the USB itself) so as soon as I figured that out I dropped Maya completely. Back then many of my mates were like… are you for real ? A few months after they realized Blender was actually far more powerful than they had heard of. Blender has spent years battling a terrible reputation, when really, it’s been a very solid software for a while now. Ever since 3.0, the UI became substantially sleeker and also the key bindings became a bit more standard (i had my “maya key binding” in 2011 so I totally know this was an issue, took me hours to customize it to my liking and I still use it today), both things helped drastically in its ease of use and this is why it’s becoming far more popular today. It will be great when more studios adopt Blender, it really is a beast of a software plus it’s free and open source. To be honest, I’m actually kinda sad that the “blender game engine” which was part of Blender before 3.0 died - it could be such a useful engine today. Anyway, cheers on the thought, just wanted to say I totally agree and throw my two cents in :D
I have waited for that and listened to that for 12+ years, since 2.5 showed up and I started using Blender. Finally I moved to Maya when 3.0 showed up. Every day of this 12+ years I heard "soon it will become like Maya and Max or even better!". After that time I am quite certain it will not. But hey, have fun waiting! I certainly did my time.
@@tlilmiztli Let's hope it will. Even if it did I won't be using blender unless bigger companies adopt the software. And I use Maya and max so learning blender is not that hard.
@@pixbstudios Yeah, I don't mind either way. I moved to Maya because I thought to myself why to loose time waiting, lets get better results now (lets not pretend Arnold and xgen isnt WAY ahead of what Blender offers...) and IF Blender ever becomes something major THEN I move back. I honestly feel like I lost that time when I was using it. Its spending the same time and effort or even more, but getting subpar results. And if we don't have too much something - its time. So no reason to waste it on Blender now. IF it becomes great one day - I move. And if not? Then I didnt lost even more time waiting for future that might never become reality.
Wouldn't it be more efficient if you make that base mesh a default a base file vs the custom addon you made? Though i guess you don't always start from cubic sphere
Me agrada mucho tu carisma en tus videos. Gran contenido!. Añadir el modificador multi-resolución y que luego apareciera la explosión🤣😂 💙🤍. Saludos Laura.
Blender for being free software, it's a lot!!! , but in the end, Zbrush is still a bit ahead in this competition! let´s see in the near future, but this is big step in the right direction.
@Outgang, Love the channel, I was wanting to ask you if you have ever played with Midjourney for character concepting? Thanks for what you do, you are a very beautiful person.
I reckon that’s a bug with the multi res modifier. Perhaps report it from the help menu along with a link to the time stamp of the video. Looks like it might be calculating all levels during brush strokes instead of waiting until the user changes level. Did you test with smooth shading disabled for the model? Go to object mode, select the object, right click and choose shade flat. I also found disabling optimal display in the multires modifier gave a significant speed boost. I was able to get only slightly worse performance than you on my gtx1070 i7 7700k with suzanne at 32 million faces, multires 8 levels. At 7 levels with 8 miillion faces, performance was buttery smooth. I've also just found that if you set the sculpt plane to 'area plane' under the advanced section, the vertices will move in the surface normal direction, and the texture mapping to 'area plane' will cause the alpha to not stretch. I think this is what you meant when you said the alpha wasn't following the contours.
If you want to sculpt smoothly with 30/40+ million poligons using multires, then you should have to subdivide from 10k-50k verts range...Do not go beyond 6/7 subdivision level...it will start to lag...
Miss Gallagher is out here writing plugins for blender in the amount of time it takes most people to barely get a basic understanding of basic sculpt tools.
Ive always been lead to believe Blender cant handle high rez. Yesterday i was trying to do a panel and get it as close to hard surface as i could at 1-2m and it took forever and lots of playing with crease and pinch line/ curve brushes. Just tried at 25m and got a fantastic result in minutes. One question, would something like Quadremesher boost Blender closer to Zbrush performance, give you can mask certain area like the face to have 4x the quads than else where?
any idea workbench render engine works faster for sculping ? or any idea the devs. plans addition that feature sculping. Performances etc.. hope to see more. .
Im subdivide the mesh by 5 and add multirest modifier subdivide 4 times before sculpting, my laptop start lagging and the fan goes 4200 rpm it sounds like jet engine pretty crazy 😂
You are only dealing with a head, now imagine a full character, unfortunately still years behind to zbrush in polygon handling, to illustrate im working on a character right now and the weapon alone has 60 m polys, so yeah, blender has a lot of nice things but for sculpting im sticking into a sculpt program like zbrush ftm
You dont need everything to be high-res at the same time do you? I doubt those 60 mil polys have to be there when you're working on the rest of the body, but yes you're right, I may find surprises when I start to tackle the rest of the character. The question will be then if it's just a matter of adjusting the workflow.
@@Outgang if given a choice its better for me to see everything in one place as i sculpt and make decisions about everything and it prevents a truck load of corrective work later in my opinion
@@ultraozy4085 No doubt about that! I'm just wondering if a lower version of the data wouldn't work just as well, like a lower resolution Remesh and swapping things in and out. I don't know, I feel like there's a workflow there that could be put in place that wouldn't be too demanding in terms of steps/time. It's definitely something I'll look to solve once I get there.
I've been thinking of trying blender for sculpting and hard surface more. But everytime I switch programs it drives my muscle memory nuts. The other day I was holding alt to zoom into Photoshop and using shift to rotate the camera in Maya 🤦♂️
As I understood it, ZBrush is almost all CPU, whereas Blender is (I assume) a combination of the two. Not when rendering, but sculpting and generally wrangling polygons. Is that true?
Laura, thanks for the new video. Yeap, as they already told you, CTRL+1-2-3 in sculpting for Multires, that came from using CTRL+1-2-3 in modeling for Sub-dee ;) So you are going to push Blender for AAA character creation with your experience, hm? How far you will go: just the head or will also include entire body, cloth, props and texturing/shading? I mean, an entire character! Just for sake of curiosity. Thanks
With what multires is capable of, at this point all I see ZBrush having over Blender in sculpting is just brush feel/variety and zremesher. Most people only use a couple brushes though and the guy that made ZRemesher made QuadRemesher for Blender. My personal view/theory is that Pixologic has decided to be stubborn about fixing their nigh-unanimously godawful interface/workflow just because they *don't have to* fix it since everyone has been sort of forced to use it. I think the Blender train is catching up to speed *real* quick because of that hubris.
Im working with zbrush on a character right now and the weapon only is 60 m polys, so no, zbrush is not only better at brush variety and zremesher, zbrush is a software made for sculpting and exceeds at this in almost every aspect to what blender can do, in the future? who knows, right now is pretty limited and lacks in a lot of areas compared to zbrush, i see blender as a substitute for maya/max, but to overpower zbrush it will need a few years of development still
no need for your plugin. when in sculpt mode when you press CTRL + 1/2/3/4 instead of subdivision surface ( like in object mode) you'll add multires modifier
I got a 1050ti with a i7 7700k processor. I've tested both blender and zbrush with a 33 million polygon. Blender died while exporting while zbrush, even though lagging still was holding itself together. Blender isn't good for high resolution sculpts at all. Maybe they should make a separate Blender software just for sculpting. Would help a lot.
nah yoor spec is just too low, my expectation is that when blender is exporting to another format it might need more ram, so it crashed on you. your PC already handle 33m in viewport why did it died in export? that's my assumption.
@@yasunakaikumi it was handling the 33m in the viewport "barely." If I were to sculpt something and then undo it, it would take about 15 seconds to undo it. And the sculpting was also lagging like hell. Blender is good for hobbyists dude, but in terms of sculpting highly detailed sculpts, zbrush is king. Moreover, aftwr using the geometry HD function in zbrush, you can take the model upto 500m and more depending on your pc spec.
I've played around with Dyntopo a few times. The fact that its always recalculating the mesh makes it much, much slower than Remesh. Great for low to mid-res sculpting though.
Blender can totally do AAA. I have a dang-close-to-AAA sculpt that I work on the regular, and although I have some performance issues, my PC is, sadly, a potato. On a decently modern machine -- no problems. Certainly some features from other beloved applications are missing, or not as good, but for every one of those, Blender does something the others don't. It's down to cost vs personal opinion, at this point. There is no model from a modern video game that couldn't have been made entirely in Blender.
3090 is taking care of the high polycounts, with a 3060 the performance will drop quite a bit in Blender i guess. With Zbrush gpu plays a nominal role since it uses CPU for viewport render.
@funny things I think you really went off topic with your question and you are not being respectful towards Laura. Our main concern here should be to support, learn and be appreciative of all of the content an artist of her caliber is willing to share with us for free, nothing more.
Thanks A LOT for the extra tips everyone! You've all pointed to a bunch of things I can do better with my workflow, such as pressing CTRL+1 in Sculpt mode to add a Multi-res modifier when there is none on the object. It's obviously a simpler solution than writing a custom Blender plugin, but on the flipside I now know how to write Blender plugins! Thanks to everyone who mentionned that. Another great tip from everyone is to use Anchored as a stroke method and to then set the mapping method to Area Plane (under Texture) to have a great alpha-stamping brush that isn't performance intensive. All great tips that I didn't know about because I'm a huge Blender n00b but that I'm very grateful to know now. You've shared other great tips in the comments that are absolutely worth to be read by people, so thank you again. The Blender journey continues!
I am really glad to have found your channel. Looking into your site has led me to rethink giving up on making clothing and garments. Looking forward to taking some courses. Thank you.
I really hope see more stuff from blender, I really love that content. Recently I started a position like 3d Artist on a AAA game and I'm the only one that uses blender, See you work with blender makes me feel supported ;,) Thanks so much Laura
Hello!
You can have the multires mod by going into sculpt mode and press CTRL+1 or 2 or 3 depending on the amount of subdivisions you want.
Hope to see more of your stuff in blender. Cheers!
Oh that's cool, I wish I knew that ahead of time. I'm a Blender noob. Cheers Sergio!
@@Outgang it's all good Laura! The same trick applies in object mode but it will add a subdiv mod.
@@Outgang nice Tip!!
@@Outgang You can do the same for regular subdivision modifier btw, same shortcuts but in object mode :)
@@Outgang Maybe the real treasure was the acquiring Python skills we made along the way.
Hey, great video as always!
Small tip, with sliders that don't go below a certain value by dragging (such as the 0,01 for the Remesh), you can click the number in the slider, and type numbers much smaller than that. Math operations also work, like 0,01/2 to get 0,005. The (by default) Shift+R hotkey also works to change the Remesh resolution to a lower amount while in Sculpt Mode.
It's very handy for sliders like this, as well as working in Shaders and GeoNodes, where these sliders are much more common.
Interesting stuff. Thanks.
Great to see you do this video, and for you to Enjoy Blender as it is. It's a great community! keep up the awesome work.
I came here for the helpful blender insights but I was delighted when you talked about using python to develop a quick plugin. I have been making over a dozen blender plugins in the last one and a half years and I think it’s super fun and incredibly powerful
Wow! Your great review was congratulated on the Blender Today live stream today! At minute 52:00. Yay!
ruclips.net/video/tnTq49GUguQ/видео.html
Cheers Arturo! That's awesome haha! Btw RUclips auto-filters comments with links so I'm not sure where your reply with the video link went but if you submit it again I'll approve it. Thanks again for letting us know!
@@Outgang Hi Laura! Hope you can get the link here: ruclips.net/video/tnTq49GUguQ/видео.html
Another important thing that people seem to forget these days: For finer details such as wrinkles, you don't need to subdivide the model to high hells. You can use dyntopo to generate topology on the fly as you're drawing.
I accidentally remeshed an object to to 33 million triangles the other day and I was surprised it even did it let alone that I was still able to move and tumble the object (didn't attempt sculpting on it though). Blender seems pretty good with high polycounts.
For alphas try using anchor insted of doots. It gives you more controll and less lag
You can also cycle through multires resolution levels while in sculpt mode. Use the [Page Up] and [Page Down] buttons to do this.
I've created my own addon for my keybinds as well.. Just so much easier than having to set them up manually. Plus they're easily toggled and can be workspace dependent
Here are two keybinds I have for multires, if the modifier is available:
Shift + Pgup = Multires subdiv / up a res level
Shift + PgDn = Multires unsubdiv / down a res level and apply base if at lowest level
Laura! You're the goat, who else puts out this quality of work on blender for free on youtube
Thanks Alec!
You can right click on modifier (and almost anything) and add it to quick menu under "q". No need to write plugin.
I am not sure if your aware of this, but you don't actually need to sculpt at that level of detail in Blender.
In Blender you won't have to export maps like you have to in ZBrush. Once you have your base sculpt fleshed out and your ready to start adding your details, you can hook up some materials and start painting them in.
Coming from ZBrush it took me a while to realise this. I hope this can help out with your experience using Blender 🤟🤟🤟
can you share a video on this? sounds curious.
@@sci_worlds Yes
@@sci_worlds enough folks have already done it out there in the wild
@@sci_worlds From what I saw, yes, but I still prefer using ZBrush, it's faster and can handle more polygons. There's even a plugin that lets you transfer objects between programs without the extra export like before
blender is awesome for a free license but blender sculpters against Zbrush sculpters doesn't exist, you can make cool sculpt for video games but never for high cinematic.
Blender suports over 50 millions in sculpt
I have a 2700x and 32 gb of ram, I have been working with characters with 60+ million triangles, I think the key is to use many objects and multires
You need to apply your modifiers, if that not the case you are slow down all your processes x10. You can apply it in modifier window near the camera sign, this little arrow that point down, press that an apply.
For sculpting using alpha brushes you better use "Anchored" in stroke method (Space and Drag dot are lagging) and also use the "Area Plane" in Texture>Mapping (in the same place where the setting of the stroke). It's the same as in ZBrush use drag rect for alpha skulpt.
It seems to work well, thanks La!
@@Outgang happy to help and thank you for your videos)
Check....
HI!
You actually don't need to increase your base mesh resolution to work in Mulrires.
This modifier has a "Reshape" Button in the "Shape" tab, which allows to copy vertices position from other objects, as long as they have the same polycount.
This means that if you have a copy of your base mesh with already applied subdivision or multiresolution modifier, you could sculpt on it without freezes( Because topology on it is without Multires and is kinda baked, I don't know if you could call it that ), and afterward select both your copy and Multires mesh with Multires one selected last(It glows yellowier in this case), and press "Reshape" which will transfer the shape from copied mesh that you've sculpted on to your main(Multires) sculpt.
This is also useful if you need to do some tweaks in Zbrush ( As long, as they don't mess with your polycount) and import it back onto your mesh in Blender.
I'm having trouble understanding this. So you don't need to subdivide up your base mesh but instead subdivide a copy and tell multires to work from that shape?
As someone who wants to understand the nuance of multires I appreciate you taking the time to write this, but I'm struggling to grasp the idea.
@@AberrantAberrant No, you need to subdivide your basemesh to the desired level, then you can make a copy of it and apply the multires to the copy. This means that the copy is subdivided, but you won't be able to return to a lower resolution of the mesh on the copy( because you applied the multires modifier). You will have two separate meshes: one with multiresolution(this is your main), and one without. Then you can alter the shape of your copy in the way you need (but don't change your vertex count(like with merging, extruding, etc.), or it won't work). What you have now are two separate meshes that are not linked in any way, identical in their vertex count, but different in their shapes. What "reshape" button now essentially does is just rearranging vertices of your main mesh to match the copy on which you sculpted.
So in the end your workflow looks like this:
Create your face(or anything that needs multires) -> Subdivide it to the desired level of details(For example 3) -> make a copy of it (Shift+D on the object) -> apply Multires ( -> sculpt details on copied mesh -> Select copy then the original with shift button-> Press reshape in Multires modifier on the original mesh( On which you haven't pressed "apply")-> you have two identical meshes now, with the exception that your original mesh still has all lower subdivision levels information. You can also then press "Apply Base", it will reshape lower subdivision levels, so that their form will match your highpoly .
Sorry for bad explanation, I'm not a native speaker.
@@Wanpeld1 so it's sorta like using a physical displacement map?
@@monkeydad47 Kind of, yes! Though you can encounter some artifacts when you edit your model in lower subdivisions. And displacement is stored in UV space with texutes while multires uses tangent space (I can be wrong)
Glad to see more Blender content. Enjoyed the brush settings video too. I rarely subscribe to any channel... I'm picky. You got me. The idea is to make 3D accessible to creative people, right? Keep up the good work... enjoy your videos.
I mostly use Blender's Sculpting to transfer (bake) smaller details from a high poly mesh to it's low poly counter part.
I have no idea if it's the correct workflow, but what I do is subdivide my HP mesh a few times with the SubD modifier and then add a Multi res mod on top (not applied). Since they're meant to be smaller, finer detail most of the time, I tend to crank it up to be anywhere between 12 and 23 million vertices. And yes, it can get laggy.
I can bring it up to 40 million, but it takes ages to get there and it's essentially unworkable.
Very Very good route you are taking , Watching a Zbrush pro comparing blender in that way is really informative and that opens for you a huge community and what is the best about blender is if you don't like something ... change it 😀! as you have done with this sneaky little addon
Thank you for this very informative video!!
It's really what I've been looking for for a long time :)
It turns out Blender can do quite a lot with 32 Gb of RAM this is amazing!
Just a little tip! Maybe you should consider using the Anchored stroke method on the brush settings for applying skin alphas, it really helps a lot. Also remember to make sure your sculpt plane is set to "area plane". To add more direction to the alphas you can try changing the scale value of the textures on the texture settings...
I really think the 3 things Blender could use as major improvements to sculpting would be:
Finally adding "Sculpting Layers";
A much needed rework on the texture settings and functionality and;
A better displacement system, comparable to zbrush's morph tools and other methods you've shown through the Outgang courses :)
Those are good tips, thanks Gustavo!
Would love to see you trying Nomad Sculpt and hear your thoughts about Ipad Sculpting!!!!!
I'd need an Ipad for that haha!
Huge fan of big short as well ❤️
Thanks for showing us how far sculpting can go in blender, I was too scared to try pushing the boundaries that far on my newer rig. X'D
Btw, if you intend to compare other software's sculpting capabilities, I'd love to see you cover 3D Coat for it's voxel-based sculpting and it's retopology tools(both auto-retopo and manual). I've been hearing 3D coat is fantastic for these features and can be used to create even finer details than most other sculpting programs with less performance impact.
Hello
It was a very impressive video.
I've been using zbrush for about 19 years and I still think zbrush is the best sculpt tool, but I don't use it anymore since 6 months ago.
I only buy quad remesher and use it.
It has already been tested that only a blender is used, only 10 million ants work smoothly to the degree of polygon, and even pores of 50 million polygons can be expressed when using a mutires modifier, and the results are good.
Usually - dintopo/remsher- topolozy - multires (shirinkwrap)-final polishing is my pipeline.
Now that the paint function has been added, I think it is better.
The best advantage is that you don't have to move the tool.
I'm sure many Pro 3D artist will use more Blender in the future.
Let's have fun!
It seems like soon blender might be an industry standard like Maya and max
I’ve been using Blender since like 2011 for 3D game design stuff. I personally would say it was better (at least for what most indies will aspire for) than Maya. I used Maya at school a lot and it would crash all the time and be super buggy. Even back then Blender never gave me those issues.
Incredibly, back then (probably still today but idk) you could store a blender 2.7X application on a USB (no need for installation afterwards, it could boot from the USB itself) so as soon as I figured that out I dropped Maya completely.
Back then many of my mates were like… are you for real ? A few months after they realized Blender was actually far more powerful than they had heard of.
Blender has spent years battling a terrible reputation, when really, it’s been a very solid software for a while now.
Ever since 3.0, the UI became substantially sleeker and also the key bindings became a bit more standard (i had my “maya key binding” in 2011 so I totally know this was an issue, took me hours to customize it to my liking and I still use it today), both things helped drastically in its ease of use and this is why it’s becoming far more popular today.
It will be great when more studios adopt Blender, it really is a beast of a software plus it’s free and open source. To be honest, I’m actually kinda sad that the “blender game engine” which was part of Blender before 3.0 died - it could be such a useful engine today.
Anyway, cheers on the thought, just wanted to say I totally agree and throw my two cents in :D
@@EnriquePage91 yeah, it might not be as good as compared to Zbrush but it is growing.
I have waited for that and listened to that for 12+ years, since 2.5 showed up and I started using Blender. Finally I moved to Maya when 3.0 showed up. Every day of this 12+ years I heard "soon it will become like Maya and Max or even better!". After that time I am quite certain it will not. But hey, have fun waiting! I certainly did my time.
@@tlilmiztli Let's hope it will. Even if it did I won't be using blender unless bigger companies adopt the software. And I use Maya and max so learning blender is not that hard.
@@pixbstudios Yeah, I don't mind either way. I moved to Maya because I thought to myself why to loose time waiting, lets get better results now (lets not pretend Arnold and xgen isnt WAY ahead of what Blender offers...) and IF Blender ever becomes something major THEN I move back. I honestly feel like I lost that time when I was using it. Its spending the same time and effort or even more, but getting subpar results. And if we don't have too much something - its time. So no reason to waste it on Blender now. IF it becomes great one day - I move. And if not? Then I didnt lost even more time waiting for future that might never become reality.
Wouldn't it be more efficient if you make that base mesh a default a base file vs the custom addon you made? Though i guess you don't always start from cubic sphere
Having many starter files for different purposes is very smart, thanks for the tip Rombout.
You can already subdivide in blender by pressing CTRL+[number of division].
it doesn't work with the numeric keys, only with the numbers at the top.
Oh ... I'm too late. There is already a comment about that, and it's pinned on the video.
Check....
Me agrada mucho tu carisma en tus videos. Gran contenido!. Añadir el modificador multi-resolución y que luego apareciera la explosión🤣😂 💙🤍. Saludos Laura.
Being honest. Yes.
Most of the super high end stuff ppl wanna argue is necessary is just hobby level.
It was good enough like decade ago lol
Blender for being free software, it's a lot!!! , but in the end, Zbrush is still a bit ahead in this competition! let´s see in the near future, but this is big step in the right direction.
Your videos are awesome
May you please make a course of sculpting for beginners to pro in Blender
@Outgang, Love the channel, I was wanting to ask you if you have ever played with Midjourney for character concepting? Thanks for what you do, you are a very beautiful person.
I'm mostly on the modelling side of things so I haven't used MJ so far. It's quite the polarizing topic among the art community these days.
I reckon that’s a bug with the multi res modifier. Perhaps report it from the help menu along with a link to the time stamp of the video. Looks like it might be calculating all levels during brush strokes instead of waiting until the user changes level.
Did you test with smooth shading disabled for the model? Go to object mode, select the object, right click and choose shade flat. I also found disabling optimal display in the multires modifier gave a significant speed boost. I was able to get only slightly worse performance than you on my gtx1070 i7 7700k with suzanne at 32 million faces, multires 8 levels. At 7 levels with 8 miillion faces, performance was buttery smooth.
I've also just found that if you set the sculpt plane to 'area plane' under the advanced section, the vertices will move in the surface normal direction, and the texture mapping to 'area plane' will cause the alpha to not stretch. I think this is what you meant when you said the alpha wasn't following the contours.
great content very useful thx
Great video
how come task manager doesn't disappear when you are clicking on another window, is there some sort of trick to this?
Options -> Always on Top
If you want to sculpt smoothly with 30/40+ million poligons using multires, then you should have to subdivide from 10k-50k verts range...Do not go beyond 6/7 subdivision level...it will start to lag...
Check....
I was testing Blender with 30+milion sculpture, the only brush I had problems was move brush
Miss Gallagher is out here writing plugins for blender in the amount of time it takes most people to barely get a basic understanding of basic sculpt tools.
Ive always been lead to believe Blender cant handle high rez. Yesterday i was trying to do a panel and get it as close to hard surface as i could at 1-2m and it took forever and lots of playing with crease and pinch line/ curve brushes. Just tried at 25m and got a fantastic result in minutes.
One question, would something like Quadremesher boost Blender closer to Zbrush performance, give you can mask certain area like the face to have 4x the quads than else where?
dooopeeee 💙
any idea workbench render engine works faster for sculping ?
or any idea the devs. plans addition that feature sculping. Performances etc..
hope to see more. .
Im subdivide the mesh by 5 and add multirest modifier subdivide 4 times before sculpting, my laptop start lagging and the fan goes 4200 rpm it sounds like jet engine pretty crazy 😂
You are only dealing with a head, now imagine a full character, unfortunately still years behind to zbrush in polygon handling, to illustrate im working on a character right now and the weapon alone has 60 m polys, so yeah, blender has a lot of nice things but for sculpting im sticking into a sculpt program like zbrush ftm
You dont need everything to be high-res at the same time do you? I doubt those 60 mil polys have to be there when you're working on the rest of the body, but yes you're right, I may find surprises when I start to tackle the rest of the character. The question will be then if it's just a matter of adjusting the workflow.
@@Outgang if given a choice its better for me to see everything in one place as i sculpt and make decisions about everything and it prevents a truck load of corrective work later in my opinion
@@ultraozy4085 No doubt about that! I'm just wondering if a lower version of the data wouldn't work just as well, like a lower resolution Remesh and swapping things in and out. I don't know, I feel like there's a workflow there that could be put in place that wouldn't be too demanding in terms of steps/time. It's definitely something I'll look to solve once I get there.
I've been thinking of trying blender for sculpting and hard surface more. But everytime I switch programs it drives my muscle memory nuts. The other day I was holding alt to zoom into Photoshop and using shift to rotate the camera in Maya 🤦♂️
i loooove blender but its still behind compared to zbrush but its a good alternative tho
03:27 Saw that one comming. Classic. Hope I saaav... oh sh...
"Blender Phase" ? How Dare You ! ~lol
This Blog Represents a "Parallel Network" of Information, Capable of geometric growth ! ~Very exciting !
im not able to sculp inward help pls helpppppppppppppp :)
I need sculpting blender model as same as this .. can you make one for me ? How to contact you …
As I understood it, ZBrush is almost all CPU, whereas Blender is (I assume) a combination of the two. Not when rendering, but sculpting and generally wrangling polygons. Is that true?
It definitely reflects my experience, but I don't know the ins and outs of the code.
I use 200.000 faces + multires 3 = 20 million vertices, 12 million faces
Laura, thanks for the new video.
Yeap, as they already told you, CTRL+1-2-3 in sculpting for Multires, that came from using CTRL+1-2-3 in modeling for Sub-dee ;)
So you are going to push Blender for AAA character creation with your experience, hm? How far you will go: just the head or will also include entire body, cloth, props and texturing/shading? I mean, an entire character!
Just for sake of curiosity.
Thanks
Full character would be awesome
@@tataportal Well, of course we all know it will require a looot of time for that...
I mean, a recap here and a full version with comment in Outgang learning library, that would be a must-buy for me...
With what multires is capable of, at this point all I see ZBrush having over Blender in sculpting is just brush feel/variety and zremesher.
Most people only use a couple brushes though and the guy that made ZRemesher made QuadRemesher for Blender.
My personal view/theory is that Pixologic has decided to be stubborn about fixing their nigh-unanimously godawful interface/workflow just because they *don't have to* fix it since everyone has been sort of forced to use it. I think the Blender train is catching up to speed *real* quick because of that hubris.
Im working with zbrush on a character right now and the weapon only is 60 m polys, so no, zbrush is not only better at brush variety and zremesher, zbrush is a software made for sculpting and exceeds at this in almost every aspect to what blender can do, in the future? who knows, right now is pretty limited and lacks in a lot of areas compared to zbrush, i see blender as a substitute for maya/max, but to overpower zbrush it will need a few years of development still
may i simp ?
no need for your plugin. when in sculpt mode when you press CTRL + 1/2/3/4 instead of subdivision surface ( like in object mode) you'll add multires modifier
Is enter to game 🎮 industry as game artist, the art degree in necessary.... ??
Good spot for the multires base is around 60k triangles, you can really have 80+ mil sculpts in Blender without much problems
3:25 ok that was funny
21m vertices. dear lord. do not enter edit mode
I got a 1050ti with a i7 7700k processor.
I've tested both blender and zbrush with a 33 million polygon.
Blender died while exporting while zbrush, even though lagging still was holding itself together.
Blender isn't good for high resolution sculpts at all.
Maybe they should make a separate Blender software just for sculpting. Would help a lot.
nah yoor spec is just too low, my expectation is that when blender is exporting to another format it might need more ram, so it crashed on you. your PC already handle 33m in viewport why did it died in export? that's my assumption.
@@yasunakaikumi it was handling the 33m in the viewport "barely."
If I were to sculpt something and then undo it, it would take about 15 seconds to undo it. And the sculpting was also lagging like hell.
Blender is good for hobbyists dude, but in terms of sculpting highly detailed sculpts, zbrush is king.
Moreover, aftwr using the geometry HD function in zbrush, you can take the model upto 500m and more depending on your pc spec.
Hi did you test if the performance was the same using dyntopo instead of remesh?
I've played around with Dyntopo a few times. The fact that its always recalculating the mesh makes it much, much slower than Remesh. Great for low to mid-res sculpting though.
@@Outgang make a head only with Dynotopo
Blender can totally do AAA. I have a dang-close-to-AAA sculpt that I work on the regular, and although I have some performance issues, my PC is, sadly, a potato. On a decently modern machine -- no problems. Certainly some features from other beloved applications are missing, or not as good, but for every one of those, Blender does something the others don't. It's down to cost vs personal opinion, at this point. There is no model from a modern video game that couldn't have been made entirely in Blender.
😀Nuklear explosion when blender
brokes👍
My gpu: *NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO*
3090 is taking care of the high polycounts, with a 3060 the performance will drop quite a bit in Blender i guess. With Zbrush gpu plays a nominal role since it uses CPU for viewport render.
@@gamingtemplar9893 Agree, would like to learn Blender in coming weeks.
63 GB OF RAM OMG \0/
I need more.
People are coming hear to learn how to sculpt but my mind is busy thinking is she a boy or girl with that male voice
Same
So Blender can be industry standard I see🤔😏😒 (HARDCORE SARCASM)
Because it really doesn't matter.
Too hard so zbrush is easier to for me
is Outgang dead?
What?
If Outgang is dead, I didn't get the memo.
@@Outgang good i dont like dead channels in my inventory :)
you know, not that good pc, just an average 64gb ram with RTX 3090... with some i9 flavored.. mid low average
Haha! Yeah it was really good when it came out but it is a 4-5 yr old pc.
sorry my frent yuar girl or boy
What's issue with your voice... I m confused
Trans?
weit... is this gus man or women
@funny things I think you really went off topic with your question and you are not being respectful towards Laura. Our main concern here should be to support, learn and be appreciative of all of the content an artist of her caliber is willing to share with us for free, nothing more.
What a male voice you have...