You mean the multires? No, just keep it on the modifiers. It'll allow you to sculpt on your subdivided mesh (like pores, wrinkles etc) and you can also adjust the subdivision levels - which is really handy for your viewport performance :)
2:10 If you extrude multiple vertices like this and the mesh goes all around the place (while a weird yellow line appears pointing to a random direction) go to the magnet button on the top of the screen (the one at 0:59) and in the options there will be a -> "Snap Individual Elements to" and select the -> "Face project" option to turn it on. The vertices should now extrude like shown in the original video instead of going to random places.
3:32 if for some reason the edge you did, each vertex is positioned at a different height and not in a smooth horizontal line across the skull, you can select all the vertices at once (with Shift pressed continuously select each vertex) then press "S" then "Z" then "0" and "Enter". Now the vertices should be smoothly horizontally
what I do not turn on 'in front', but instead in the material properties click on the viewport display and turn the alpha down to zero where it says viewport color. This way you are able to see a wireframe view for the retopo mesh and the shading of the source mesh underneath which is essential to match the forms properly
That made absolutely NO sense. But hey. I’m absolutely impressed. All you have to do is extrude the verts with f2 to the vertex groups within the edge loop main but slice the vert to within the nose and extrude to the farthest vert and connect the verts to the first vertec group, attach the second vert to the edge on the second vert but make sure to extrude the second above the first first. Then you can attach the box for the top group and reattach to the 2nd retopo verts but the edge may not arrange with the first vert section. And DONE. Easy.
6:23 to avoid this stretching just use shrink wrap modifier but instead Nearest Surface Point, use Project with Negative and Positive enabled.
I just tried it and worked like a charm! Makes it a lot easier and less tweaking. Thank you :D
You beast. Thanks!
5:24 DON'T DO THIS, select all and merge by distance.
please make a skin shader and skin detail tutorial🙏🙏🙏
When I retopo my snap is always behind the mesh and does not show clearly.would appreciate it if I can figure this out somehow
While on the repo plain click object properties (orange square) and scroll down to viewport display and choose in front.
Once you're done do you apply all the modifiers? I don't understand where you go from there...
You mean the multires? No, just keep it on the modifiers. It'll allow you to sculpt on your subdivided mesh (like pores, wrinkles etc) and you can also adjust the subdivision levels - which is really handy for your viewport performance :)
One of the most easiest explanation. Thanks a lot cause I was struggling to understand the principals of retopo. You made it clear as water for me
Thanks for this topo tutorial, your videos are great, short but all we need. I sometimes slow the speed of the video to see details :)
Thank you! :)
2:10 If you extrude multiple vertices like this and the mesh goes all around the place (while a weird yellow line appears pointing to a random direction) go to the magnet button on the top of the screen (the one at 0:59) and in the options there will be a -> "Snap Individual Elements to" and select the -> "Face project" option to turn it on. The vertices should now extrude like shown in the original video instead of going to random places.
3:32 if for some reason the edge you did, each vertex is positioned at a different height and not in a smooth horizontal line across the skull, you can select all the vertices at once (with Shift pressed continuously select each vertex) then press "S" then "Z" then "0" and "Enter". Now the vertices should be smoothly horizontally
Retopology, which is my Achilles' heel, but at least I understand something, thanks for showing you how you do it, at least I understood xD
Thank you! Hope it helps :D
I've started making more complex models in blender recently for game dev and this helped me tremendously with making good topology, thank you!
What a gift of a brief and concise tutorial! Thank you so much!
what I do not turn on 'in front', but instead in the material properties click on the viewport display and turn the alpha down to zero where it says viewport color. This way you are able to see a wireframe view for the retopo mesh and the shading of the source mesh underneath which is essential to match the forms properly
Can u make a video on how to save a retopology file to your desktop and turn it into a thumbnail
Really nice topology solving.
Thank you! :)
Just what I needed, thank you for a good tut!!
Can you do a fur tutorial with the geometry nodes?
THANK YOU!!! THANK YOU SOME MUCH YOU SAVE MY DAY :,D
AWESOME TUTORIAL, really appreciated
This is a great tutorial and I especially appreciate how good the subtitles are, thank you!
이거 보고 연습해야겟다 개꿀팁
waiting for body retopology
kthxbyeee to you too!
thank you for this tutorial, I needed it
Happy to help! c:
Dude thank your!
Thanks!
Super ❤ дякую
Much needed video ❤
That made absolutely NO sense. But hey. I’m absolutely impressed. All you have to do is extrude the verts with f2 to the vertex groups within the edge loop main but slice the vert to within the nose and extrude to the farthest vert and connect the verts to the first vertec group, attach the second vert to the edge on the second vert but make sure to extrude the second above the first first. Then you can attach the box for the top group and reattach to the 2nd retopo verts but the edge may not arrange with the first vert section. And DONE. Easy.
very nice tutorial
Thank you!
Amazing video
Thank you 😊
VERY NICE
Thank you :D
This is excellent advice and tips
Thank you! :)
👍👍👍