THANK YOU SO MUCH! I've only just started learning blender and for some reason sometimes my models end up with weird wispy artifacts where they fold in on themselves and end up all jagged and messed up. This fixed it completely!
Ok FINALLY, someone explains what voxel size actually is. Thanks for this. It will save me tons of time experimenting and tinkering with numbers for which I have no idea what they represent. Now I know. You Rock.
This was very effective. It did 95% of the cleanup I would need it to do and saved me a few hours of work. I think if you had objects that were particularly complex and in focus/close-ups you may still need to touch up certain features, but only in that scenario. Thanks buddy!
When I use the Remesh modifier, it creates tiny little holes in my mesh at random places. Finding these and repairing them can be an extremely heavy operation if your object poly count is in the millions, such as on a high detail sculpt.
Thanks bud! I haven’t found anything other that if you have a really dense object with a lot of creases you can get this bug. I was working on an old gnarled tree, so yeah. The model was for 3D printing so all that bark texture had to be real topology. For various reasons I had to remesh the model a few times, and ended up with missing polys, making it invalid for printing. Managed to find the holes using the 3D print tool addon, but yeah... it was a pain.
This helped me with an STL file I grabbed off Thingiverse.. I tried to change it a bit but boolean modifier would not work until I remeshed. Then it worked perfect!
thanks for giving some examples of diffrent numbers we can use ( 0.05 - 0.03) as i was a bit confused , before the video i kept crashing my PC with this modifier but the numbers in this video works great, thanks man :D
@@KINGMODEOFFICIAL Why not duplicate the object, voxel remesh it. UV unwrap the low poly object and then bake the high poly object to the low poly object.
@@fall-neckthetallneck2977 Can you be some more specific? The way you said is quite nice but I would like to know how exactly it works. I think Substance Painter works for that, right? After we copy the object then how do we manage to bake the high poly on low poly?
Still not, my character is breaking into a thousand pieces, It's been a lot of tutorials that I watch on the remesh, most of them show suzanne or cubes, do you know who is more detailed with characters?
In Blender system settings, turn up the undo amount to like 100. It doesn't help if you've already made the changes, but it will help for future undos. That's also why this method is not so great, just because it's destructive. Modifiers are non-destructive until they are applied.
Edit > Preferences. "Save & Load" tab on lefthand side. Set "save versions" to something 2 or higher (I once had a power outage WHILE saving, thus corrupting the autosave. Ever since, I keep 3 save versions.) Set timer to something small. If you have a fast PC that isn't bothered by saving whatever size of project you're working on, set it as low as you want. I save 3 versions of the file, one saved every 2 minutes. If you ever need to recover the project from an autosave: File > Recover > Auto Save... With the above settings, you will be able to recover the project saved 2, 4 and 6 minutes ago, pick the version you want. As for making sweeping changes in a project that you may want to roll back.. I just name my projects in iterations. If a major change needs undone, or i need something from prior to the change, I can just load the version of the project. IE- When I finish a sculpt and start rigging, I save fileRIG as a variant. When weight painting, fileWEIGHT. Etc. I name them so that I can tell what stage I was at. I ALWAYS make a new save when doing a new workflow or something expiremental, and I make the name change just prior to starting the work.
THANK YOU SO MUCH! I've only just started learning blender and for some reason sometimes my models end up with weird wispy artifacts where they fold in on themselves and end up all jagged and messed up. This fixed it completely!
Glad to hear!
I have 99 problems and this video solved at least 50 of them.
XD
hear me out
Ok FINALLY, someone explains what voxel size actually is. Thanks for this. It will save me tons of time experimenting and tinkering with numbers for which I have no idea what they represent. Now I know. You Rock.
This was very effective. It did 95% of the cleanup I would need it to do and saved me a few hours of work. I think if you had objects that were particularly complex and in focus/close-ups you may still need to touch up certain features, but only in that scenario.
Thanks buddy!
If you duplicate the object, shrinkwrap the 2nd object to the 1st object then remesh the 2nd, you can still get a bit more detail
Well I hit Voxel Remesh and now we pray my computer doesn’t explode
Yoooooooo! THANK YOU! After an hour, I've finally fixed my heat rigging error!
BLESS UR HEART MAN this was so simple and no ones been able to help
When I use the Remesh modifier, it creates tiny little holes in my mesh at random places. Finding these and repairing them can be an extremely heavy operation if your object poly count is in the millions, such as on a high detail sculpt.
I will look into this issue and report back if I find anything on it :)
Thanks bud! I haven’t found anything other that if you have a really dense object with a lot of creases you can get this bug. I was working on an old gnarled tree, so yeah. The model was for 3D printing so all that bark texture had to be real topology. For various reasons I had to remesh the model a few times, and ended up with missing polys, making it invalid for printing. Managed to find the holes using the 3D print tool addon, but yeah... it was a pain.
@@My2Cents1 You should be able to go into edit mode, select all, press M and merge vertices by distance...that should close them all up for you
@@kch3661 keyword: should
@@My2Cents1 go to sculpt mode dynotopo it then then remesh with voxel with voxel size being little as you can
I love you bro, I'm really sad to dont watch this before
This helped me with an STL file I grabbed off Thingiverse.. I tried to change it a bit but boolean modifier would not work until I remeshed. Then it worked perfect!
If you go to sculpting menu, you can see at the top the same "Remesh" button. It does the same thing
i can only use modifier, that button doesn't work, why do you think?
@@wokeupina maybe you did not adjust the vertex size in the remesh popun
ismini yeni gördüm :D yok sayı değiştiriyorum buton gri renkte basılmıyor
@@wokeupina Ekran görüntüsü atar mısın? Merak ettim
Very helpful, thanks a lot!
the best of them all mesh fixers!!!!!!!!!
thanks for giving some examples of diffrent numbers we can use ( 0.05 - 0.03) as i was a bit confused , before the video i kept crashing my PC with this modifier but the numbers in this video works great, thanks man :D
same
dosent work with hollow objects.. like tshirt.
So why don't we use remesh modifier instead of wasting hours on manual retopology? Any answers?
You can usually get away with the remesh modifier, and you can manually remesh areas that need it like the face and such
Manual retopology keeps the details YOU wanna keep.
Remesh does its own thing
@@KINGMODEOFFICIAL Why not duplicate the object, voxel remesh it. UV unwrap the low poly object and then bake the high poly object to the low poly object.
@@fall-neckthetallneck2977 Can you be some more specific? The way you said is quite nice but I would like to know how exactly it works. I think Substance Painter works for that, right? After we copy the object then how do we manage to bake the high poly on low poly?
thank you! that is what I was looking for
Oh my god thank you my mesh was broken and this helped me with it thank you
Exactly what I was looking for!
You're saved my day!
this is amazing
Thanks bro 👍
Subscribed 🔔
Okay but how do you do it without destroying your mesh, because even doing exactly what you're doing the mesh becomes deformed, EVERY. SINGLE. TIME
Excellent video.
Exactly what i was looking for yesterday, but another question; Can you select just some area to be remeshed, not the whole thing?
That was JUST what I needed :D Thank you
I love you dude. Thank you so much
Thank you! Very helpfull video
When i tried doing it on a car model it made it all holed-through like swiss cheese! any ideas why that might be?
Same in my pc!
If your model has "holes" ( faces missing ) it happen this, close all faces before do remesh
@@Heni_zion thanks!
thanks!
subbed
I LOVE YOU
me who was using simplify: O.O
thanks for the video!
Sorry I am still a beginner in using Blender, why not using QuadriFlow Remesh? Why Voxel Remesh?
When I used these methods my computer didn't like it
NICEEEEE VID THANK YOU!!!
Oh my GOD! WHOA!!!!!!
Do you know why sometimes by doing a remesh, the surface of the mesh breaks??
Why voxel instead of quad remesh?
Thankyou
Thank you jonah central, worked great
Still not, my character is breaking into a thousand pieces,
It's been a lot of tutorials that I watch on the remesh, most of them show suzanne or cubes, do you know who is more detailed with characters?
*_Hey Which button to press to remesh in blender? At the _**_00:26_**_ _**_00:27_**_ And _**_00:28_**_?_*
So I download and use models from sprites resource. Those models topology is ass. I'm gonna try this soon as I get out this league match
BIG BRAIN
i have no remesh in my blender helpp
Does it mess up the uv map?
That is still horrible topology.
how do I cancel or undo the remesh? I have lost the ability to make more undos now.
I don't it's possible. You should've copied the object before remeshing
In Blender system settings, turn up the undo amount to like 100.
It doesn't help if you've already made the changes, but it will help for future undos.
That's also why this method is not so great, just because it's destructive.
Modifiers are non-destructive until they are applied.
Control z
@@creamycold1681 thank you so very much
@@spydergs07 omg tysm thats gonna save me hours of work
voxel remesh works best at 0.000001
true
yay my blender crashed and now work is gone yahoo!!
It may have been saved in your temporary files 🙌🏾 Go check out here if not already
always Save Save Save. and never do modifiers before saving specially a remesh :D
Edit > Preferences.
"Save & Load" tab on lefthand side.
Set "save versions" to something 2 or higher (I once had a power outage WHILE saving, thus corrupting the autosave. Ever since, I keep 3 save versions.)
Set timer to something small. If you have a fast PC that isn't bothered by saving whatever size of project you're working on, set it as low as you want. I save 3 versions of the file, one saved every 2 minutes.
If you ever need to recover the project from an autosave:
File > Recover > Auto Save...
With the above settings, you will be able to recover the project saved 2, 4 and 6 minutes ago, pick the version you want.
As for making sweeping changes in a project that you may want to roll back.. I just name my projects in iterations. If a major change needs undone, or i need something from prior to the change, I can just load the version of the project. IE- When I finish a sculpt and start rigging, I save fileRIG as a variant. When weight painting, fileWEIGHT. Etc. I name them so that I can tell what stage I was at. I ALWAYS make a new save when doing a new workflow or something expiremental, and I make the name change just prior to starting the work.
@@DawnBriarDev will this help with adding remesh again? That it won't crash again?
@@JustCurious-ou6gn No. It will just make sure that if Blender crashes you won't lose work.
blender just crashed.
🙏🙃🖖 !