Great video, here are my notes for the setup in case they're useful for someone. Retopo Workflow: 1. Backup your model and hide it. 2. Decimate modifier to the model: Lower polycount for better performance (Apply) 3. Scale a plane down and move it to the position where you want to start. 4. Shrinkwrap modifier to the plane, activate On Cage to see the result in edit mode and apply the following settings: - Wrap Method: Nearest Surface - Snap Method: Above Surface - Target: Your duplicated model - Offset: 0.01m 5. Turn on Snap (magnet icon on the top), turn on the following: - Face Project - Align Rotation to Target - Project individual Elements 6. If the model is mirrored, add a mirror modifier to the plane with the following settings: - Mirror Object Target: Your duplicated model - Clipping: ON 7. For a better view, give a material to the plane and inside the material settings scroll down to "viewport display" (Properties > Material Properties > Viewport Display) and set another color so you can tell what is your duplicated model and what is your current retopology process.
You just explained to me everything that was not explained to me in class about retopology. I finally get it. Thank you very much for explaining it in such a clear and concise way.
literally the ONLY video i've seen that explains how to apply those patterns in a practical way. thank you so much, even the bonus smoothing walkthrough 😭😭🙏
Definitely... everything we need to know about retopology. I'm putting it into practice right now, and I finally managed to move forward with my project. Thank you for sharing!
Thank you for an amazing explanation! Although this is about retopology but you help me understand the “why” and “when” question to use all the famous topology structures in a single video ❤️
One issue I struggle with as a beginner is, I'm always afraid to start doing retopo on a model because I'm unsure if I'll need to go back and make any changes to the sculpt. Another thing is how to approach clothing, armor, accessories etc. Do they go on top of the my retopo mesh, join with the retopo mesh? At this point I just look at things like, "Does this need to be part of the silhouette?" If yes, then I'll retopo it and add it as a mesh on top of the base model. Otherwise, its baked in the normal map. Just throwing out some more video ideas for you, seems like you can probably provide sound advice on in these situations.
I found this video very helpful, This will go to my playlist with all the helpful stuff for me to learn more about blender. Been doing retopology for awhile and always found myself not liking how it looks, but now from this video I stumble upon. This is very useful and again, helpful
There are so many points in here where you are drawing vertexes. I'm assuming that you're still in the shrink wrap at that time. How are you drawing them?
I really think you should use more words which will make your videos come first in the search bar... Because I have been searching the tutorials and seriously yours are the best... But after about a year.. Now I am finding your channel... This channel is the best.
Working this for the first time. I didn't even know it was a thing until very recently when a random RUclips video popped up. I just so happened to be making a goblin which I have finished sculpting out at this point. This has been kind of a painful process but this video really is the only one you need! I don't know how to just seem to click and add verts though! seems like knowing how to do that would make this a little easier 😅
@@in2vert oh just bubbled it out with subdivided cubes and shaped it. It turned out pretty good but I didn't know retopology was a thing when I started this particular model!
3:36 I like your workflow here, I never extrude edges/verts like that in Blender but it seems like a super fast way to add loops. I normally just used Bsurfaces with the stroke tool but this looks great.
@@in2vert agreed, that's why I've only used bsurfaces, it really doesn't hide anything, it's pretty clear with the mods and all that. Retopoflow on the other hand weirds me out.
So THATS why my models are so laggy when I try to animate them… Also, I just decimate the polygons and don’t bother with topology. 😂 I guess I will have to watch this video a couple more times because I haven’t really understood how to do it properly
Often times, the explanation isn't as simple as you'd think. Ram could be a factor. It's recommended that you have at least 64gb but 128-256gb are most optimal. Of course, cleaning up topology is good in any project
@@KNullHypothesisAt the same time some models just be butchered. When doing strips on strips we create tiny crevices and the cursor isn’t actually touching them because they’re hidden by the raised parts of the surface Have to smooth at an angle before I can sculpt sometimes and then do anything else
Yes, these are the knowledge I was missing, thanks for this wonderful video!. So to connect the islands we need to reduce or increase the number of faces and we do that with the patterns, or by adding or removing edges, it would be that we look for the number of vertices to match the island we want to join! 😲
This got me started at least but, I guess im a bit confused about where you created new spots to work on? Are we just starting over from the begining with the plane and reapplying the modifiers again and working on each part separately? How do we connect them later? and then after ALLS said and done.. what then? Is there a 'finalize' button or....? I see theres plane 2 -5 -6 in the top right area.... I need a bit more info for my very very slow brain ahaha. I need it spoon fed when it comes to blender :')
Ok, so have a question. So I always just start by modelling the model with decent topology, and then if I want to sculpt more detail I just copy my model, subdivide it, model my extra details and then bake the details back on to my low Polly torpologised model. It seems like that would be less work then starting from scratch like your doing. But I’ve seen people do it both ways. So what are the benefits of doing it this way over that way? Or is it just a preference thing?
It depends on the object. I model hard surface things, or cloth, belts, weapons, etc. and than use multiresolution to create more details without retopology. But organic models like animals, humans, etc. are too hard to model. It is always easier to sculpt them, so you need to retopologize it at some point.
Following along currently but my model isn't exactly aligned perfectly for the mirror modifier despite being symmetrical. Any way I can create an offset?
that s a pretty great video thank u, but i have a question tho, when u retopologise you obviously will lose a lot of details, so when u wanna animate or export ur caracter u'll be working with a low poly version so that means all the details u worked hard for, are useless!??
hey man i love this video and i have a question so im making a character scp universe and when im trying to do retopology on that character it will go inside of the model and wont like go on the surface on the model is there a way to fix it? Also ty for the tips and trick in this video it helps alot with this character but i still having trouble on.
hi amazing video. I have a question. In order to smooth the topolgy , first should i apply shrinkwrap modifier before applying Space (loop tools) and why ?, is it right? . I didnt understand that part. XD thanks for sharing handy tips XD .
Yes, you should apply the shrinkwrap, because the loop tools functions perform on the original mesh (before the shrinkwrap modifier). SO when youj apply it, you change the position of the original vertices. And when you add it again, the effect with loop tools is correct.
I bought retopoflow, and it will NOT work for me, no matter how many times i try to fresh install it, on new pcs, anything. That add on flat out stole 86 bucks from me.
@@in2vert yeah. I am starting to wonder that maybe our units are different? im still in metres (m) but I may be working with a larger scale value or something
Ok, now I know what you mean. When you are at a point where you retopologize something, you should know the basics of blender already, thus, know how to fill faces by pressing the button F on your keyboard. If not, I would advise you to first learn the basics :)
You have to explain exactly how it is not working. It is hard for the mirror modifier not to work, check your objects origin (e.g. check by moving vertices in edit mode)
next vid which doesnt work. or more where some explanations are missing. the plate dont take the colours and there is no explanation about getting more of this plates after setting the colour
What do you mean with plates? What colors are you referring to? If you mean "faces" with plates, than you are probably missing some basics like extruding , since retopology is a kind of advanced topic.
Great video, here are my notes for the setup in case they're useful for someone.
Retopo Workflow:
1. Backup your model and hide it.
2. Decimate modifier to the model: Lower polycount for better performance (Apply)
3. Scale a plane down and move it to the position where you want to start.
4. Shrinkwrap modifier to the plane, activate On Cage to see the result in edit mode and apply the following settings:
- Wrap Method: Nearest Surface
- Snap Method: Above Surface
- Target: Your duplicated model
- Offset: 0.01m
5. Turn on Snap (magnet icon on the top), turn on the following:
- Face Project
- Align Rotation to Target
- Project individual Elements
6. If the model is mirrored, add a mirror modifier to the plane with the following settings:
- Mirror Object Target: Your duplicated model
- Clipping: ON
7. For a better view, give a material to the plane and inside the material settings scroll down to "viewport display" (Properties > Material Properties > Viewport Display) and set another color so you can tell what is your duplicated model and what is your current retopology process.
You just explained to me everything that was not explained to me in class about retopology. I finally get it. Thank you very much for explaining it in such a clear and concise way.
literally the ONLY video i've seen that explains how to apply those patterns in a practical way. thank you so much, even the bonus smoothing walkthrough 😭😭🙏
Definitely... everything we need to know about retopology. I'm putting it into practice right now, and I finally managed to move forward with my project. Thank you for sharing!
6
Wow, genuinely the best retopology tutorial on RUclips. Thank you so much!
love the way you explain stuff
Thank you for an amazing explanation! Although this is about retopology but you help me understand the “why” and “when” question to use all the famous topology structures in a single video ❤️
for a sec i tought i commented the video lol
@@mat_btw Lmao
Finally a retopology video i find useful
One issue I struggle with as a beginner is, I'm always afraid to start doing retopo on a model because I'm unsure if I'll need to go back and make any changes to the sculpt. Another thing is how to approach clothing, armor, accessories etc. Do they go on top of the my retopo mesh, join with the retopo mesh? At this point I just look at things like, "Does this need to be part of the silhouette?" If yes, then I'll retopo it and add it as a mesh on top of the base model. Otherwise, its baked in the normal map. Just throwing out some more video ideas for you, seems like you can probably provide sound advice on in these situations.
wow... thank you soooo much! really halped me
Don’t think enough people acknowledge how cool or a thumbnail this video has.
I found this video very helpful, This will go to my playlist with all the helpful stuff for me to learn more about blender. Been doing retopology for awhile and always found myself not liking how it looks, but now from this video I stumble upon. This is very useful and again, helpful
9:00 Wow, it's the first time I see this technique being used. Very cool!
There are so many points in here where you are drawing vertexes. I'm assuming that you're still in the shrink wrap at that time. How are you drawing them?
I really think you should use more words which will make your videos come first in the search bar... Because I have been searching the tutorials and seriously yours are the best... But after about a year.. Now I am finding your channel... This channel is the best.
nice vid but maybe explain stuff a lil bit detailed, so we really dont need other tutos
Working this for the first time. I didn't even know it was a thing until very recently when a random RUclips video popped up. I just so happened to be making a goblin which I have finished sculpting out at this point. This has been kind of a painful process but this video really is the only one you need! I don't know how to just seem to click and add verts though! seems like knowing how to do that would make this a little easier 😅
How wdid you make a goblin without knowing it 😬?
@@in2vert oh just bubbled it out with subdivided cubes and shaped it. It turned out pretty good but I didn't know retopology was a thing when I started this particular model!
3:36 I like your workflow here, I never extrude edges/verts like that in Blender but it seems like a super fast way to add loops. I normally just used Bsurfaces with the stroke tool but this looks great.
I just cannot get used to Bsurfaces, but I usually do not like stuff that automates too much and introduces too much uncontrolled magic.
@@in2vert agreed, that's why I've only used bsurfaces, it really doesn't hide anything, it's pretty clear with the mods and all that. Retopoflow on the other hand weirds me out.
@@in2vertWhat’s the key bind for that?
That will improve the quality of my animations! Thanks a lot!
Solid video. As you said have watched many. This was correctly spaced in time. Forget I shall not.
Thank you very much to share your knowledge !!!
So THATS why my models are so laggy when I try to animate them… Also, I just decimate the polygons and don’t bother with topology. 😂 I guess I will have to watch this video a couple more times because I haven’t really understood how to do it properly
Same here,been wondering why my sculpts lag when animating😩
Same here
Often times, the explanation isn't as simple as you'd think. Ram could be a factor. It's recommended that you have at least 64gb but 128-256gb are most optimal. Of course, cleaning up topology is good in any project
@@KNullHypothesisAt the same time some models just be butchered.
When doing strips on strips we create tiny crevices and the cursor isn’t actually touching them because they’re hidden by the raised parts of the surface
Have to smooth at an angle before I can sculpt sometimes and then do anything else
@@KNullHypothesisdecimated topology will never animate well
appreciate the Shrink wrap tip !!
Yes, these are the knowledge I was missing, thanks for this wonderful video!.
So to connect the islands we need to reduce or increase the number of faces and we do that with the patterns, or by adding or removing edges, it would be that we look for the number of vertices to match the island we want to join! 😲
Exactly 😋
Wow, thanks for quick accessible video!
the master
That’s some awesome guide!! Easy to follow and do! Thank you king!!
This got me started at least but, I guess im a bit confused about where you created new spots to work on? Are we just starting over from the begining with the plane and reapplying the modifiers again and working on each part separately? How do we connect them later? and then after ALLS said and done.. what then? Is there a 'finalize' button or....? I see theres plane 2 -5 -6 in the top right area.... I need a bit more info for my very very slow brain ahaha. I need it spoon fed when it comes to blender :')
sorry im very new at this, at 2:34 how did you extrude the vertices and automatically fill the faces? thanks!
'F' is the default shortcut to add a face
Awesome video man! What's the hotkey that you use to quickly fill faces?
Wow ! that's a great explanation.
Ok, so have a question. So I always just start by modelling the model with decent topology, and then if I want to sculpt more detail I just copy my model, subdivide it, model my extra details and then bake the details back on to my low Polly torpologised model. It seems like that would be less work then starting from scratch like your doing. But I’ve seen people do it both ways. So what are the benefits of doing it this way over that way? Or is it just a preference thing?
It depends on the object. I model hard surface things, or cloth, belts, weapons, etc. and than use multiresolution to create more details without retopology.
But organic models like animals, humans, etc. are too hard to model. It is always easier to sculpt them, so you need to retopologize it at some point.
Following along currently but my model isn't exactly aligned perfectly for the mirror modifier despite being symmetrical. Any way I can create an offset?
instant sub! Thank you for this!!
that s a pretty great video thank u, but i have a question tho, when u retopologise you obviously will lose a lot of details, so when u wanna animate or export ur caracter u'll be working with a low poly version so that means all the details u worked hard for, are useless!??
No, the details will be bake onto the textures and simulated by the graphics card :)
@@in2vert oh damn, that i didn't know !, thanks man
hey man i love this video and i have a question so im making a character scp universe and when im trying to do retopology on that character it will go inside of the model and wont like go on the surface on the model is there a way to fix it? Also ty for the tips and trick in this video it helps alot with this character but i still having trouble on.
Thank you :) make sure you have set "Above Surface" in the shrinkwrap modifier and play around with the offset of the modifier also.
This is a lot of work, I bet they hires repo guys solely for this job!
Ah yes the basic forms, the building blocks of everything:
Cube
Cylinder
Cone
Torus
M o n k e y
😂
This is really the best tutorial about retopology ive ever seen! Thank you for this
I wish Blender has a retopo tool like Quad Draw. I know Bsurfaces but Maya's still better. Great vid btw, subbed!
Blender's polybuild tool is the rough equivalent of Maya's quad draw.
Thank you so much!
how do you create a group of vertices/fill planes far from the first planes? like in the 3min35sec of the vid?
I just do the outline with verts, than select one edge of a filled-out face and press F as many times until it is filled out.
Good job 👍
Thank you very much 🙏🙏🙏
very good tutorial !
Thank you!
Awesome Sir
hi amazing video.
I have a question. In order to smooth the topolgy , first should i apply shrinkwrap modifier before applying Space (loop tools) and why ?, is it right? . I didnt understand that part. XD
thanks for sharing handy tips XD .
Yes, you should apply the shrinkwrap, because the loop tools functions perform on the original mesh (before the shrinkwrap modifier). SO when youj apply it, you change the position of the original vertices. And when you add it again, the effect with loop tools is correct.
Amazing video
I'm learning blender to make monsters for my pathfinder sessions. Is topology changing important to 3d printing?
No
really helpful
Great tutorial now how do I bake the high and low poly models?
I don't have a tutorial in that, because there are plenty on youtube already and the process is always the same :)
Pls do about rigging,
its amazing, thank you 🥺
As much as i would like to do that, I habe different plans for the next few weeks. Until than, I think you are already a master in rigging :)
Retopology is the only boring part of 3D art i wish we can bypass it in the future
At 2:27 that was the worst placement for the subscribe pop up, blocks what your doing bruh....
There is not much you can do there. Just select a color ;)
Just gonna save this so I can watch it 500 times til I get it 🤣
Awesome tutorial, just one thing: What the hell is up with that chicken song and more importantly what's it called?
#2:06 shrink wrap
#2:13 snap
Now I just have to practice until know what the hell Im doing hh, thanks you are awesome >:D
Nice
2:32 I didn't understood how I was supposed to extrude and move, now I can't do much more than look at my orange mirrored plane...
I bought retopoflow, and it will NOT work for me, no matter how many times i try to fresh install it, on new pcs, anything. That add on flat out stole 86 bucks from me.
What version are you trying to install?
For some reason 0.01 for the offset on the shrinkwrap was too blown out for me but 0.001 worked.
Die you apply scale?
@@in2vert yeah. I am starting to wonder that maybe our units are different? im still in metres (m) but I may be working with a larger scale value or something
@@in2vert My unit system is set to metric and my unit scale is set to 1. Is this the same as yours? (found in the scene properties tab)
But you never explained how you feel the spaces in after extruding the vertices? Kinda impossible to follow along without knowing that part
Can you link the timestamp please ?
I think right click and add faces from selected is what you're seeing maybe
Ok, now I know what you mean. When you are at a point where you retopologize something, you should know the basics of blender already, thus, know how to fill faces by pressing the button F on your keyboard.
If not, I would advise you to first learn the basics :)
killer video!! but whats up with the chickens?????????????????????????????????
the mirror doesn't work, what do??
You have to explain exactly how it is not working. It is hard for the mirror modifier not to work, check your objects origin (e.g. check by moving vertices in edit mode)
This is not a clown😂
Kind of :P
Brooo i just realized when modelling, why when im using mirror modifier it didnt clip, because i didnt check the clipping lmao 😂
Jeah. I feel you
3:53
A NEW HAND TOUCHES THE BEACON
next vid which doesnt work. or more where some explanations are missing. the plate dont take the colours and there is no explanation about getting more of this plates after setting the colour
What do you mean with plates? What colors are you referring to?
If you mean "faces" with plates, than you are probably missing some basics like extruding , since retopology is a kind of advanced topic.
"Your topology can be as ugly as your girlfriend"
Ooof! Ouch! And I thought re-topology was painful.
🙃
"Simple as that"
How make this in blender?
ruclips.net/video/rco8VLJ3nho/видео.html
we need a AI model that is trained on retopology.
But where's the fun than :O?
Dont worry about smoothing, the topo can be as ugly as your girlfriend.
how retopoly one stl file? ej. w40k marine