Spent a good hour or so trying to figure out why it wasn't working the same for me, turns out Peter is using feet instead of meters. If using meters, around 0.06 m should do the trick!
Speaking of clean, you have the cleanest tutorial for this on RUclips! Short and to the point. Easy to understand. Easy to follow solution. No notepad. No personal drama. Perfection.
@@insertanynameyouwant5311 Eevee does not have any baking options, the only way you could technically bake with Eevee is by rendering an image and then using it as a texture, but it's rarely practical at all.
I think you’ve perfectly nailed the format of your tutorials. A few too many are going for the quick slightly vague tutorials to jump on the Ian style. But yours give that extra bit of detail while not being too long. Nothing worse that skipping through a tut. Also, miss you on corridor so keep pumping these out :)
I think Ian's intention is not to make beginner tutorials, but to make videos showing off ideas & techniques people might not normally think of using tools they already know how to use. If you have learned Blender already to a point where you're familiar with most of the common tools and concepts, you should be able to follow his tutorials. You might have to watch it a few times, or pause, or even look up how to do something he mentions, but I don't see that as a problem for quick videos like that are just intended to get across one specific idea/technique that might not really deserve it's own full tutorial.
How do you fill a polycam model??? I'm trying to fill a model, as it is empty inside, so that I can make a rig for it... but no tutorial shows how to!! Someone please help. I'm commenting on this so there's a higher chance imma get my answer
If you want more clear result, you can use multiresolution and wrap modifiers. Subdivide low poly model with multiresolution, after that apply wrap modifier with high poly model in it selected, now bake texture, after it you can bake normals from multiresolution, don't forget to set 0 on preview in multiresolution modifier before baking.
A few months into my master's thesis, I was having trouble with 3D scans and rigid body simulations due to the rough surface ... You are a real help and time saver in this situation!!!
Easily clean meshes o.O!?! FINALLY! Scanning items has been the bain of my existence at my job. This will greatly speed up work flow. Thank you so much
I don't even need this tutorial right now, but you were so concise and straight to the point that i had to leave a like, superb video, wish every single tutorial was like this
Yeah right. I still remember when he did that amazing head explosion with soft bodies for that tiny guns corridor digital video. Would love to see him do that now with better Simulation and mantaflow workflows.
Great tutorial. I think it's worth mentioning that there's a free Instant Meshes add-on for Blender which works as a bridge and with which you don't have to do the manual export step.
I've been looking for a video like this for over a year. I was stuck with photoscanning on the baking steps for a long time. This is so helpful. Thank you!
Life saver you will always be my favourite short tutorial creator. One thing I would really want to see is mantaflow simulation tutorials for water and explosions/smoke
According to your previous videos, I may say you really can get an information across, make it easy and accessible. Please, don't stop doing tutorials. That's really your jam 🍯😻
This is gold! And no time wasting! Instant meshes would not let me Save as a new obj though. I just saved over the original obj that I exported for remeshing.
I followed every step, even converted feet to meters, but I got holes in my finals textures, like transparent holes, do you have any suggestion? I think it's a great tutorial and I don't know what I did wrong, because I followed the same steps. EDIT: RESOLVED the problem was that I put the value for "Ray Distance" in "Max Ray Distance". In Blender 3.0 and beyond the same values don't go there, they go in the "Extrusion" tab, right above.
Blender now also has an inbuilt feature for retopologizing a mesh. E.g. in object mode under Properties > Object Data > Remesh . The exact details can be found in the blender manual.
Wow thanks for the tip - never knew that was there! That said, it doesn't allow you to influence the edge flow like this program does, which makes it nice but also kinda useless for a lot of cases. Still cool tho.
@@CGPacifica you're right - it's not great for retexturing later on or animation, but if you simply want to reduce the number of point, it's a start. I believe blender guru (who is more knowledgeable than me) also made a video about retopo and edge flow and stuff like that.
All this good, clean explanation in less than 3 minutes? Man, I love you and I subscribe! I hope to see more tutorials direct to the point as this one 😎👌❗
If you have light blue lines on the edges of your mesh and cannot set your imported object to "shade smooth": This means those edges have been marked as "Sharp". For clearing sharp edges select the mesh in edit mode and press "CMD/CTRL + E" and click on "Clear Sharp".
Wow Man! That was pretty Straightforwad ! And Direct To your point! No more Baloney explanations and You did it smoothly ! You are an awesome Teacher!! I love it!
Nice! ZBrush and xNormal can do the same thing but your method is 10 times faster. However, using ZBrush, you can do some manual fixing and painting at the same time. But still you have to pay about 700 dollars. Thanks for the video.
I have a bunch of photogrammetry scans of rooms that are almost perfect but there's a bunch of little stuff in there that's not...i was wondering if you can make a video on how to approach cleaning a whole room
I still feel that this workflow is the most accessible way for 3D artists and everyone else to get into photogrammetry. Using Meshroom to create the model, Instant Mesh to clean it up, and Blender to bake to bake the high poly normals. But now that Unreal Engine 5 has Nanite, we might not need to worry about poly counts anymore.
I will try UE5 :) Blender is lagging hard 3-4 million triangles after. Sometimes i can't even see lightning, texture, etc. I know my pc isn't good (Gtx1650 and r5 3600x) but we are talking about 3-4 million triangles and 2k textures :( That's why unreal makes me wonder.
When i looked up Instant Meshes, it sent me on an exploration of scientific research into remeshing, and that the latest and greatest in this particular lineage of remeshing tools research is Quadriflow. And that is even integrated in Blender directly! Starting with 2.81 release. But not quite where you might expect it. You might expect it in sculpting tool, but it's not there - the remesher integrated there only does voxel remesh. You might expect it as a mode in decimate modifier, but it's not there. Instead you must go into Object Data Properties of the mesh and it's hiding THERE. The integration also leaves a lot to be desired. Quadriflow fundamentally supports preservation line inputs, and in Blender, if you have a crease edge, it will pass through as one, but you can't just draw in Grease Pencil or provide an extra object to generate such edges. I'd like to see a comparison between Instant Meshes and Quadriflow on this sofa of yours.
@Skepz Nah, it doesn't need more advertisement, it's basically the first thing google and everyone throws at you. It might just about be the best thing out there but it's commercial software and fairly expensive too.
If your end result is black or really glitchy, try out the cage. Basically you just make a duplicate of the low poly model, scale it along normals and then select the object with the picker tool.
I tried this, but the end result has even more black areas. I assumed its a cage so I need to Alt+S scale up the duplicate mesh? Am I doing something wrong?
Do you ever think that your whole life has been one big lie up to this point? That little software is amazing and it's like 5 years old. Thank you for showing this. Most of the time I just need quads quick, this is so easy and does a great job. scribed
I knew that I recognize your voice, you're Peter from Corridor Crew, this is awesome, I knew that you use Blender, but never knew that you have this channel, it's really cool to see that you are making some Blender tutorials, it was a really useful video, you sir have a new subscriber :D
Great! I just had a problem baking. Basically the bake wouldn't look good because there were black spots. I saw the high poly and low poly models had to be in exactly the same spot which I couldn't do either. I wonder if there is a way to bake with no overlapping models.
Well that was time well spent, I have looked at Dynaesh and Zbrush, but this software has them beat in easier usability for sure! Not sure about bigger models since I just whipped up a simple couch and followed your tutorial but looking forward to challenging the software with something a little bigger.
Spent a good hour or so trying to figure out why it wasn't working the same for me, turns out Peter is using feet instead of meters. If using meters, around 0.06 m should do the trick!
He only has hands no feet
@@bluethumbbuttoneek9465 this cracked me up
Aaaaaargh these retarded imperial units be damned!
@@ArturoJReal you got
_defeeted_
USA USA USA
Speaking of clean, you have the cleanest tutorial for this on RUclips!
Short and to the point.
Easy to understand.
Easy to follow solution.
No notepad.
No personal drama.
Perfection.
holy shit i thought this was gonna be a 20 min long tutorial, this is a godsend
He explained more in 2 minutes than CGMatter could explain in 3
The video is 2:58 whars ur point?
@@Simon11354 lol
2 second less
Guys, I think thats the joke
1:52 make sure that you have set Cycles as your renderer, otherwise there won't be any baking options.
also use cpu or cuda. i had it on optix and it didnt show up and i asked myself why ;P
@@MilaPronto can`t Eevee do baking at all? I`ve never done baking
sometimes default BSDF shader doesn't work for me so I had to switch it to diffuse shader. odd
@@insertanynameyouwant5311 Eevee does not have any baking options, the only way you could technically bake with Eevee is by rendering an image and then using it as a texture, but it's rarely practical at all.
real men use luxcore
I think you’ve perfectly nailed the format of your tutorials. A few too many are going for the quick slightly vague tutorials to jump on the Ian style. But yours give that extra bit of detail while not being too long. Nothing worse that skipping through a tut. Also, miss you on corridor so keep pumping these out :)
Sorry but the Ian style is the best style
@@joethorpe109 We all have a soft spot for Ian.
I think Ian's intention is not to make beginner tutorials, but to make videos showing off ideas & techniques people might not normally think of using tools they already know how to use. If you have learned Blender already to a point where you're familiar with most of the common tools and concepts, you should be able to follow his tutorials. You might have to watch it a few times, or pause, or even look up how to do something he mentions, but I don't see that as a problem for quick videos like that are just intended to get across one specific idea/technique that might not really deserve it's own full tutorial.
How do you fill a polycam model??? I'm trying to fill a model, as it is empty inside, so that I can make a rig for it... but no tutorial shows how to!! Someone please help. I'm commenting on this so there's a higher chance imma get my answer
@@Chillestchicken All 3d models are empty inside
Select "Pure Quad mesh" in the export options to ensure that there will be only quads and no n-gons!
Quads and traingles, Instant Meshes doesn’t genereate any ngons
@@arianullah6257 Even if you just look closely in his video, you can spot some.
exactly
ach du warst auch hier joni
@@tris0913 tjaja
1:52 For anyone missing the Bake option in Render tab, change the Render Engine in Render tab to Cycles. You're welcome.
Saved me a day! Thanks!
If you want more clear result, you can use multiresolution and wrap modifiers.
Subdivide low poly model with multiresolution, after that apply wrap modifier with high poly model in it selected, now bake texture, after it you can bake normals from multiresolution, don't forget to set 0 on preview in multiresolution modifier before baking.
My man that is the most concise short tutorial that I've seen on using blender.
A few months into my master's thesis, I was having trouble with 3D scans and rigid body simulations due to the rough surface ... You are a real help and time saver in this situation!!!
Easily clean meshes o.O!?! FINALLY!
Scanning items has been the bain of my existence at my job. This will greatly speed up work flow. Thank you so much
I don't even need this tutorial right now, but you were so concise and straight to the point that i had to leave a like, superb video, wish every single tutorial was like this
Why do you present this with this calm while this is a revolutionnary soft ?
This software is quite old.
It is quite old and the results are nit the best
Can you recommend alternatives that are more advanced?
speak English
Would love to see your soft body sim workflow
Yeah right. I still remember when he did that amazing head explosion with soft bodies for that tiny guns corridor digital video. Would love to see him do that now with better Simulation and mantaflow workflows.
Great tutorial. I think it's worth mentioning that there's a free Instant Meshes add-on for Blender which works as a bridge and with which you don't have to do the manual export step.
WHERE PLS
You’re the most direct blender RUclipsr. Thank you 👍
You forgot to bake the normal map, no need to leave all that detail out of the end product!
wait wait wait, you can do a low poly version of the high poly one and then even return the detail back???
@@pep-o-butt672 same question. Can we actually do that?
@@artifyr yes, by baking the normal map from the high poly mesh to the low poly mesh
Also when baking, as long its not direct or indirect light. You can set the render sample to 1 because pure color doesn't need light sampling
@@pep-o-butt672 Jayanam has an awesome tutorial for that and evem has a addon which simplifies the proccess.
I've been looking for a video like this for over a year. I was stuck with photoscanning on the baking steps for a long time. This is so helpful. Thank you!
This must be the best video regarding this subject that I have watched. Thank you
Life saver you will always be my favourite short tutorial creator.
One thing I would really want to see is mantaflow simulation tutorials for water and explosions/smoke
According to your previous videos, I may say you really can get an information across, make it easy and accessible. Please, don't stop doing tutorials. That's really your jam 🍯😻
This is gold! And no time wasting! Instant meshes would not let me Save as a new obj though. I just saved over the original obj that I exported for remeshing.
I spent months and months trying to do that. You are the boss
I really wish you'd make this video sooner and I'd known about this software sooner before I had to manually tidy up, awesome video!
The most useful and clean tutorial I EVER seen on RUclips (15+ years of experience :))) THANK YOU !!!!! Please more ! We need more of it !!!!
You can shrink wrap a subdivided cube on top of your scans, but this works too.
Saving this cuz it covers SO many useful tips in a short, concise video.
I followed every step, even converted feet to meters, but I got holes in my finals textures, like transparent holes, do you have any suggestion? I think it's a great tutorial and I don't know what I did wrong, because I followed the same steps.
EDIT: RESOLVED
the problem was that I put the value for "Ray Distance" in "Max Ray Distance". In Blender 3.0 and beyond the same values don't go there, they go in the "Extrusion" tab, right above.
thanks so much for the comment. I had set both to like 0.5 but making the max ray distance 0 solved it.
omg THANK YOU
@@Isaakson16 no problem man! Glad to help the ones who found my same problems the along the way! ;)
late reply but THANK UUUU
Where you've been when i'm was making retopology on my last model? Huge thanks for tutorial
You did an excellent job of keeping the explanation both very clear and very short. Kudos!
This is so cool. This software basically doubled my lifetime. Thank you!!!
Nice one Peter. Good, straight to the point format and I see others agree.
Really appreciate all the free tutorials dude. Thanks a bunch and can’t wait to see your Scooty movie : )
Blender now also has an inbuilt feature for retopologizing a mesh. E.g. in object mode under Properties > Object Data > Remesh . The exact details can be found in the blender manual.
Wow thanks for the tip - never knew that was there! That said, it doesn't allow you to influence the edge flow like this program does, which makes it nice but also kinda useless for a lot of cases. Still cool tho.
@@CGPacifica you're right - it's not great for retexturing later on or animation, but if you simply want to reduce the number of point, it's a start. I believe blender guru (who is more knowledgeable than me) also made a video about retopo and edge flow and stuff like that.
Thankkk A looooot duuuuudeeee!!!!!!!! you solve my problem.
I love your tutorials, would love to see a more in-depth tut on how you did the tiny guns head explosion for corridor!
I would never have been able to come up with such a workflow! Thank you!
All this good, clean explanation in less than 3 minutes? Man, I love you and I subscribe! I hope to see more tutorials direct to the point as this one 😎👌❗
If you have light blue lines on the edges of your mesh and cannot set your imported object to "shade smooth":
This means those edges have been marked as "Sharp".
For clearing sharp edges select the mesh in edit mode and press "CMD/CTRL + E" and click on "Clear Sharp".
Wow Man! That was pretty Straightforwad ! And Direct To your point! No more Baloney explanations and You did it smoothly ! You are an awesome Teacher!! I love it!
I just subscribed because this is the best channel ever!!!!!!!!
This is brilliant! I didn't know this existed, and I LOVE short and sweet tutorials . Thank you a trillion!
Dude, This is the best tutorial ever... Thankssss...
You’re a true gem of the 3D world!
This software is gonna make my life easier.
Same here
Nice! ZBrush and xNormal can do the same thing but your method is 10 times faster. However, using ZBrush, you can do some manual fixing and painting at the same time. But still you have to pay about 700 dollars. Thanks for the video.
Great 3D Scanning tutorial Peter! Love It❤️
Wow! now a can put the entire world into my video game hehe...thanks Peter France for teaching me this incredible super power :D
I have a bunch of photogrammetry scans of rooms that are almost perfect but there's a bunch of little stuff in there that's not...i was wondering if you can make a video on how to approach cleaning a whole room
Dude didn't know you're Peter from corridor ,😂😂your tutorials are good man ,I finished that Spiderman tutorial.
Thank you soo much man, now I can finally use these in my games.
and you can the finer geometry as bump map if you want. very handy
The usefulness by duration ratio of this video is a billion
I still feel that this workflow is the most accessible way for 3D artists and everyone else to get into photogrammetry. Using Meshroom to create the model, Instant Mesh to clean it up, and Blender to bake to bake the high poly normals. But now that Unreal Engine 5 has Nanite, we might not need to worry about poly counts anymore.
Still needs clean up of noisy flat surfaces though
I will try UE5 :) Blender is lagging hard 3-4 million triangles after. Sometimes i can't even see lightning, texture, etc. I know my pc isn't good (Gtx1650 and r5 3600x) but we are talking about 3-4 million triangles and 2k textures :( That's why unreal makes me wonder.
man, uve done it so fast and accurate, thank you so much!
I'm more impressed how the photoscan software managed to model the individual wrinkles in the fabric. I'd feel bad removing all that geometry.
Bake it into a normal map.
dude you are awesome. People should tell you that more
Great job, Peter. Nice little tut!
Finally a good explanation of how instant meshes work
D: soooo i can finaly start using my kinect again for those glorious scans.
Damn that was an easy, straight-forwars tutorial! Amazing work!
Pretty neat workflow. Subscribed!
When i looked up Instant Meshes, it sent me on an exploration of scientific research into remeshing, and that the latest and greatest in this particular lineage of remeshing tools research is Quadriflow.
And that is even integrated in Blender directly! Starting with 2.81 release. But not quite where you might expect it. You might expect it in sculpting tool, but it's not there - the remesher integrated there only does voxel remesh. You might expect it as a mode in decimate modifier, but it's not there. Instead you must go into Object Data Properties of the mesh and it's hiding THERE. The integration also leaves a lot to be desired. Quadriflow fundamentally supports preservation line inputs, and in Blender, if you have a crease edge, it will pass through as one, but you can't just draw in Grease Pencil or provide an extra object to generate such edges. I'd like to see a comparison between Instant Meshes and Quadriflow on this sofa of yours.
There’s also Autoremesher being develoed by Jeremy HU, free and open source based on the MIQ and LibQEx parameterization algorithms.
@Skepz Nah, it doesn't need more advertisement, it's basically the first thing google and everyone throws at you. It might just about be the best thing out there but it's commercial software and fairly expensive too.
If your end result is black or really glitchy, try out the cage. Basically you just make a duplicate of the low poly model, scale it along normals and then select the object with the picker tool.
I tried this, but the end result has even more black areas. I assumed its a cage so I need to Alt+S scale up the duplicate mesh? Am I doing something wrong?
Do you ever think that your whole life has been one big lie up to this point?
That little software is amazing and it's like 5 years old. Thank you for showing this.
Most of the time I just need quads quick, this is so easy and does a great job.
scribed
Had no idea this program was free and open-source. Grate to have it in my arsenal now!
Will swap from maya to blender, thanks to you peter!
Forgot about that wonderful free tool! Thanks for sharing
Peter you are a legend, thank you
I knew that I recognize your voice, you're Peter from Corridor Crew, this is awesome, I knew that you use Blender, but never knew that you have this channel, it's really cool to see that you are making some Blender tutorials, it was a really useful video, you sir have a new subscriber :D
Great workflow here, thanks!
Thanks Peter, I will definately give this a try!
This...is awesome. It's gonna save me so much time. Thanks for the video!
Sir...Invensys earned my respect...and a sub
I thought to myself, wow this is a quick concise tutorial I wonder what channel this is... of course its Peter France
Thanks for the wonderful walkthrough, Peter!
Hence proved "RUclips has perfect solution for everything." Thank you for this.
Great! I just had a problem baking. Basically the bake wouldn't look good because there were black spots. I saw the high poly and low poly models had to be in exactly the same spot which I couldn't do either. I wonder if there is a way to bake with no overlapping models.
this is such a cool piece of software!
super clean instruction, straight to the point, great video.
Nice, sweet and short, nearly Ian Style, but with a bit more detail, so everyone can tag along. Keep it up like this!
Awesome tutorial, very useful ressouce, thank you very much !
Excuse me but why are 3d artist so freaking nice!? They are giving out life changing software for free left and right!
because that's what heroes do
@@Vanderer11 I wish I could heart your comment good sir
I may finally understand baking! Thanks!
Nice tutorial on my birthday thanks :D cheers Peter
Happy bday!!
@@PeterFrance thank you ^_^
Instant meshes is AWESOME!
Woah! Thanks ver much for this tutorial - so much useful knowledge here.
This is impressive. Thank you for sharing this!
You are a wizard Peter
Thank you! This is all I needed.
I hope blender would have that feature in the future instead of using a separate software
I was expecting normal maps. I usually do the baking in Xnormals so I was curious.
The same technique can be used for normal maps, just select 'Normal' instead of 'Diffuse' in the baking settings ;)
Thank you this program is quite amazing.
Your save my production time 😉😁 thanks a lot
Dude this chanal is so cool thank man realy good tutorials ... love your work from iraq :) i know my english is bad
Tutorial Request: Human scanning tutorial or modelling a rough model for rag doll fun
Excelent and lovely tutorial, thank you! But you forgot about how to open the Instant Meshes software.
Well that was time well spent, I have looked at Dynaesh and Zbrush, but this software has them beat in easier usability for sure! Not sure about bigger models since I just whipped up a simple couch and followed your tutorial but looking forward to challenging the software with something a little bigger.
Finally! Thank you! Great stuff!
wonderful, thank you from France