it really is kinda rare to see a artist and a programmer at the same body, but when you see them it is just like Pablo who makes something useful rather than going technical that to most artist doesnt even make sense, Thank you Pablo for doing this awesome add for the sculpt!
not rare at all, I think around at least 10% of 3d coders are very skilled 3d artists. If we talk about any level of quality art that goes straight to 100% because if you do not make art you cannot test your code even if its not directly art related eg. GUI etc. The most notable example is Pixolator, the guy that made Zbrush , he is an amazing 3d artist. I am also 3d artist and coder myself. But not very good in either :D. Also without technical basis you cannot have any of those fancy artist tools because they need a ton of functionality to do even the most basic. 90% of the code is stuff you will never be able to use as a user directly. Which is why Blender is 2 million lines of code while the Remesher itself is even less that 100. The tools he designed are amazing but he had to stand on a huge code technical code base. It is also why Blender has no competition in the open source world, it's currently the only open source 3d generalist tool. The technical does not make any sense because coders do not try to explain themselves to artists about how their code works and why its there. Pablo here does explain the code because its very close to the user and directly affect user workflow but because 90% of the code is technical you will never understand because coder will never bother explain and you will not care anyway for good reason since it does not directly affect you as an artist. I work with Blender source every day I do not understand the vast majority of things , I focus only on code that I care and need. But without all this technical code Blender would not be possible. A necessary evil.
@@kilonaliosI I still think its extremely rare to have "outstanding" artists that are also great coders but im sure glad that technical artists exist. They are essential to any team and make the life's of coders/artist much less stressful ;)
TLDR; Voxel Remesher = Better than Dyntopo workflow, works with 3D printing; Quadriflow = Automatic retopology with good(ish) topology, good for Subdivisiuons, not exactly safe for 3D printing; Dyntopo = Slow mode good for crazy Snake Hooks and for mesh editing in the future; Multires workflow = currently designed more for animation, needs refactor to work properly with new tools. PS I love this talk! ^u^
Thank You Pablo and thanks to all the people that made this possible. I already using the new workflow mixed a bit with tassellator and instant mesh for sculpting a lot of miniarures in a short ammount of time. It's an epic step foward, just some mounth agoo it was almost mandatory to use dynamesh from zbrush to very sure the meshes were water proof, also because the 3d printing analysis system was too slow on big sculpting, now i can easelly do a copy than a fast voxel remesh and check for 3d print affirdability, do a quardiflow/instant mesh/particle remesh with some smooting and a shrinkWrap:project and subdivide plus some more sculpting to polish the topology. Finally, with a strong decimate:collapse, i can obtain a mesh very detailled but also with a low poly count very suitable for 3d printing and then injection molding. I'm a contributor of the blender cloud since the program started and i will keep to contribute. My pepetuos gratitude it's for all the team. Achille
Pablo makes me consider Blender more as a sculpting tool after these implementations. Especially something like poly groups and transform brush is quite essential. Way to go!
Jimmy Gunawan rare talent? I know a lot if professionals that are good at that. Or to be specific. I know a lot of people who can sculpt stylized humans (of both sexes) If would say like half of the pro sculpters does this. That said this is based on a commercial demand for projects. When it comes to hobby sculpters the sculpting ogres and semi realistic monsters are for sure in majority. But that says more about the interest and skill level of that group.
Jimmy Gunawan me to. Or to be specific. I love his style. Just meant that there is not a uncommon style. A bit of mix between say Disney untangled with more Japanese influenced. Still I don’t make it less beautiful
Oh wow! This is so much better than just a sculpt demo! Amazing job on the presentation! Timestamp: 30:28; I agree, disable Multires for the most part until it's fixed. Multires gives so many errors currently in 2.80-2.81. The multires bugs are well known in the developer.blender.org. Especially when you sculpt and then add subdivisions.
sad thing is that he left I have heard from flipped normals that he was the only person working on scultping so yeah please hire someone to work on sculpting and please add the tools that Pablo's was working on you already added his array brush in 3.10 now add the insert please
I can't get good and accurate 3dprintable mesh without manual retopo, so I actually just model things by lowpolysubdivision cage(usual modeling technique) and apply the subdivision modifier, then edit the medium poly mesh with sculpt mode or edit mode with that 'O' shortcut thing does. dyntopo is acceptable too this way.
Is blender going to support 3d/VR/360° video output in future? I would love to see this feature in upcoming years. Update of 2.82 seems quite promising.
Blender has supported Panoramic output for a while. Go to Camera settings > Type > Panoramic, and Panorama Type > Equirectangular (the most common type of 360 pano; it's used on RUclips, Google Streets, and many other 360 applications). Then you can either render a still image and use it in a 360 panorama viewer, or render a video and upload it to RUclips as a 360 video. Typical image sizes for 360 panorama are 7168x3584px (2:1 aspect ratio). Search for "360 panorama blender" to learn more. It's only supported in Cycles currently, afaik.
PS why not diable those tools instead of diabling the modifier? If those tools dont work properly, then why does the modifier need to be adjusted to the tools. I think it should be the otherway around.
Audio is fine, i can hear and understand everything. IDK what is up with peoples hard-/software. Just don't watch it on a phone while on the underground train or something...
I have both windows audio and the youtube audio set to max on my laptop and can't hear him over the noise outside my windows (people, cars) I have to put on my headset to hear him. It's very quiet but sometimes he gets suddenly loud due to the varying distance between his mic and his mouth.
If you can''t watch it on a phone or in a noisy then that's an issue. I'm not affected by this but the audio is definitely not "FINE" just because you are watching it at home with ehadphones.
i wonder if there's a way to take a subset of your mesh and find an angle to rotate the grid which is closest to "cube-like" to reduce errors caused by rotation
Kavukamari yes of course. But that has no point as as sooner you do anything not aligned to that grid it will fuck up again. To achieve what you want just model on the grid and then rotate the camera Or link the object to a parent you rotate. Then it’s own space will still be on the grid. That said, again as soon as you go off the voxel grid it will mess up. So only point of this would be objects always on the grid. And I can’t see that with sculpting. For that you just should go with any hard ops modeling workflow.
Awesome presentation, although very over my head in some parts :) I am curious though if anybody has this answer. How do these upcoming features compare to something like Exoside's Quad Remesher? I'm conflicted on making the purchase or not, especially if there's going to be a built-in solution in 2.82+. Or, do I have it all wrong?
As he said, the new tools he's talking about should not be used for retopology (I assume those add on you just mentioned are retopoly tools) I will suggest to try "instant mesh" is a free tool for retopology
Exactly. Sculpt performance is about the only thing that's keeping Blender behind other software for sculpting and if it can potentially be improved it should. It doesn't matter that I have as many brushes and options as in ZBrush if I can't use to sculpt characters (which let's face it, it's 90% of what sculpt mode is and will ever be used for) because even orbiting is a single digit fps fuckfest.
Oh, hi! It's the law! I think what he meant to say is that the performance they market is not as big as they claim when it comes to actual vertices modified per brush stroke even if orbiting and the total vertexcount might run smoother in Zbrush, not that performance isn't important. I personally use the new Blender sculpt tools at work and have little issue with performance now, having ditched dyntopo and using the Vremesher instead.
Because you still end up with the same problem. It’s ONE grid. One uniform grid. Sure they could do that. But what happens if you then model some part that goes of the grid. Same problem again. Why not not just then parent the object and rotate the parent? It will look the same as rotating the object but the object was still he aligned to the voxel grid in its own space. Problem solved (at least as you model stuff that is on the grid which you probably don’t want. So well suck it up or if you indeed want to model just grid aligned stuff go for plain polygon hard ops tools.
wtf!? he had 0 likes in Artstation for real? no wonder he is so busy doing some amazing stuff at blender. edit: is there a tackle of how blender will improve the UNDO stuff this feels like when you done something wrong and UNDO it sometimes it takes a few seconds to take effect and worst blender crashed specially in dense mesh like sculpting.
I still don't know what the hell is voxel remesher or quadriflow for. If it's not meant to replace dyntopo or make a good remesher, then what is it for?
useful for making the model manifold for sculpting and 3d printing. I look forward to this since it will be easier for me to import models from masterpieceVR to a more usable format.
It resembles the workflow of other sculpters, where you deform the existant mesh and generate a new basemesh anytime you need new even geometry or fix up holes. It's quite comfortable once you get into it - and from this talk I would gather it's a good way to have performant operations/strokes.
@@bezoro-personal We already have dynamic topology, why would I need VoxelRemesher? What does it do better than dyntopo? Quadriflow is not like Zremesher. Zremesher actually creates good topology that you can export and use, quadriflow just makes quads.
Pablo is a true legend. Thankyou for all your contributions Pablo.
it really is kinda rare to see a artist and a programmer at the same body, but when you see them it is just like Pablo who makes something useful rather than going technical that to most artist doesnt even make sense, Thank you Pablo for doing this awesome add for the sculpt!
Yasunaka Ikumi have your ever heard about the role technical artist?
@@litjellyfish still rare ;) MACHIN3 is a great coder/artist as well.
not rare at all, I think around at least 10% of 3d coders are very skilled 3d artists. If we talk about any level of quality art that goes straight to 100% because if you do not make art you cannot test your code even if its not directly art related eg. GUI etc. The most notable example is Pixolator, the guy that made Zbrush , he is an amazing 3d artist. I am also 3d artist and coder myself. But not very good in either :D. Also without technical basis you cannot have any of those fancy artist tools because they need a ton of functionality to do even the most basic. 90% of the code is stuff you will never be able to use as a user directly. Which is why Blender is 2 million lines of code while the Remesher itself is even less that 100. The tools he designed are amazing but he had to stand on a huge code technical code base. It is also why Blender has no competition in the open source world, it's currently the only open source 3d generalist tool. The technical does not make any sense because coders do not try to explain themselves to artists about how their code works and why its there. Pablo here does explain the code because its very close to the user and directly affect user workflow but because 90% of the code is technical you will never understand because coder will never bother explain and you will not care anyway for good reason since it does not directly affect you as an artist. I work with Blender source every day I do not understand the vast majority of things , I focus only on code that I care and need. But without all this technical code Blender would not be possible. A necessary evil.
@@kilonaliosI I still think its extremely rare to have "outstanding" artists that are also great coders but im sure glad that technical artists exist. They are essential to any team and make the life's of coders/artist much less stressful ;)
This guy is a beast developer
TLDR; Voxel Remesher = Better than Dyntopo workflow, works with 3D printing; Quadriflow = Automatic retopology with good(ish) topology, good for Subdivisiuons, not exactly safe for 3D printing; Dyntopo = Slow mode good for crazy Snake Hooks and for mesh editing in the future; Multires workflow = currently designed more for animation, needs refactor to work properly with new tools.
PS I love this talk! ^u^
KMSMista ok and your point with saying that is?
@@litjellyfish people trying to find no longer relevant reasons to dislike blender i guess?
Im back here because I miss this dude. 😢
Thank You Pablo and thanks to all the people that made this possible. I already using the new workflow mixed a bit with tassellator and instant mesh for sculpting a lot of miniarures in a short ammount of time. It's an epic step foward, just some mounth agoo it was almost mandatory to use dynamesh from zbrush to very sure the meshes were water proof, also because the 3d printing analysis system was too slow on big sculpting, now i can easelly do a copy than a fast voxel remesh and check for 3d print affirdability, do a quardiflow/instant mesh/particle remesh with some smooting and a shrinkWrap:project and subdivide plus some more sculpting to polish the topology. Finally, with a strong decimate:collapse, i can obtain a mesh very detailled but also with a low poly count very suitable for 3d printing and then injection molding.
I'm a contributor of the blender cloud since the program started and i will keep to contribute.
My pepetuos gratitude it's for all the team.
Achille
Modest above all. Thank you for your hard work on making sculpting in Blender more intuitive and fun.
32:36 - Amazing new tools for sculpting in blender 2.82
Thank you Pablo for everything you do 👍
58 lines, this guy is a hero. I wrote a simple script for Photoshop that turned into 4k lines. I still have a lot to learn XD
The difference between a coder and a computer science grad
That's because in your "Previous Life" you sold Encyclopedias and Vacuum Cleaners...door to door! : )
Very informative and a honest talk. Thank you Pablo.
This video opened up my eyes about dyntopo
I used to think it was the default for sculpting at all times
Pablo makes me consider Blender more as a sculpting tool after these implementations. Especially something like poly groups and transform brush is quite essential. Way to go!
I really love your work, thanks for all! / ¡De verdad que me encanta tu trabajo! ¡Gracias por todo!
Pablo dropping the mic!
Pabro can really sculpt beautiful and pretty female models. Rare talents.
Jimmy Gunawan rare talent? I know a lot if professionals that are good at that. Or to be specific. I know a lot of people who can sculpt stylized humans (of both sexes)
If would say like half of the pro sculpters does this.
That said this is based on a commercial demand for projects. When it comes to hobby sculpters the sculpting ogres and semi realistic monsters are for sure in majority. But that says more about the interest and skill level of that group.
Stefan Holmqvist Well I like his style.
Jimmy Gunawan me to. Or to be specific. I love his style. Just meant that there is not a uncommon style. A bit of mix between say Disney untangled with more Japanese influenced.
Still I don’t make it less beautiful
Pablo seems like a cool guy. Really greatful for this nice talk:)
Oh wow! This is so much better than just a sculpt demo! Amazing job on the presentation!
Timestamp: 30:28; I agree, disable Multires for the most part until it's fixed. Multires gives so many errors currently in 2.80-2.81.
The multires bugs are well known in the developer.blender.org. Especially when you sculpt and then add subdivisions.
Thank you for you amazing job Pablo! ❤️
The Myth, The Leyend!
Thanks Pablo for your great effort. Wish you Success in all your tryings.
how many talents one single person can have?
a excellent sculpt artist and professional programmer.
but it might be common for blender artist.
For me Pablo is a rockstar! Totally!
The relax brush will be great to use with the multi-res, stretching was always an issue when using it.
its about time that blender started getting proper sculpting features, still not going to use it but i'm happy for the people that find this useful
sad thing is that he left I have heard from flipped normals that he was the only person working on scultping so yeah please hire someone to work on sculpting and please add the tools that Pablo's was working on you already added his array brush in 3.10 now add the insert please
The Face Maps Visibility System. Yes!!!
He is a legend. What an amazing guy.
1:51
Blender Guru would like to know your location! 😂
Lol ... I know what u mean 😂
The depths of hell
One amazing tool that I'd like to see in Blender is the ability to do Boolean operations (again).
I can't get good and accurate 3dprintable mesh without manual retopo, so I actually just model things by lowpolysubdivision cage(usual modeling technique) and apply the subdivision modifier, then edit the medium poly mesh with sculpt mode or edit mode with that 'O' shortcut thing does. dyntopo is acceptable too this way.
Absolutely fascinating
ok these painting tools seem to slap 3D coat in the face a bit, asking it to make some space
da real mvp
How can Pablo hate computers but know how to program while also doing art and being a system admin??? How does he balance all of this stuff?
WHY THE F'G, F ! ~aren't there subtitles for this nice man, with the impossibly thick accent !
Bravo!!
Is blender going to support 3d/VR/360° video output in future?
I would love to see this feature in upcoming years.
Update of 2.82 seems quite promising.
Blender has supported Panoramic output for a while. Go to Camera settings > Type > Panoramic, and Panorama Type > Equirectangular (the most common type of 360 pano; it's used on RUclips, Google Streets, and many other 360 applications). Then you can either render a still image and use it in a 360 panorama viewer, or render a video and upload it to RUclips as a 360 video. Typical image sizes for 360 panorama are 7168x3584px (2:1 aspect ratio). Search for "360 panorama blender" to learn more. It's only supported in Cycles currently, afaik.
Thanks for this info.
you are amazing Pablo!! :D!
PS why not diable those tools instead of diabling the modifier? If those tools dont work properly, then why does the modifier need to be adjusted to the tools. I think it should be the otherway around.
Alternate title: Voxel Remesher Uses Explained
Audio is fine, i can hear and understand everything. IDK what is up with peoples hard-/software. Just don't watch it on a phone while on the underground train or something...
Its just extremely low
I have both windows audio and the youtube audio set to max on my laptop and can't hear him over the noise outside my windows (people, cars) I have to put on my headset to hear him. It's very quiet but sometimes he gets suddenly loud due to the varying distance between his mic and his mouth.
If you can''t watch it on a phone or in a noisy then that's an issue. I'm not affected by this but the audio is definitely not "FINE" just because you are watching it at home with ehadphones.
i wonder if there's a way to take a subset of your mesh and find an angle to rotate the grid which is closest to "cube-like" to reduce errors caused by rotation
Kavukamari yes of course. But that has no point as as sooner you do anything not aligned to that grid it will fuck up again.
To achieve what you want just model on the grid and then rotate the camera Or link the object to a parent you rotate. Then it’s own space will still be on the grid.
That said, again as soon as you go off the voxel grid it will mess up. So only point of this would be objects always on the grid. And I can’t see that with sculpting. For that you just should go with any hard ops modeling workflow.
Awesome presentation, although very over my head in some parts :) I am curious though if anybody has this answer. How do these upcoming features compare to something like Exoside's Quad Remesher? I'm conflicted on making the purchase or not, especially if there's going to be a built-in solution in 2.82+. Or, do I have it all wrong?
As he said, the new tools he's talking about should not be used for retopology (I assume those add on you just mentioned are retopoly tools) I will suggest to try "instant mesh" is a free tool for retopology
For anyone struggling with too low audio install chrome audio booster
Awesome
awesome!!
"The association between digital sculpting and performance is just marketing." I suppose everyone needs atleast 1 terrible take in this industry.
Exactly. Sculpt performance is about the only thing that's keeping Blender behind other software for sculpting and if it can potentially be improved it should. It doesn't matter that I have as many brushes and options as in ZBrush if I can't use to sculpt characters (which let's face it, it's 90% of what sculpt mode is and will ever be used for) because even orbiting is a single digit fps fuckfest.
Oh, hi! It's the law!
I think what he meant to say is that the performance they market is not as big as they claim when it comes to actual vertices modified per brush stroke even if orbiting and the total vertexcount might run smoother in Zbrush, not that performance isn't important.
I personally use the new Blender sculpt tools at work and have little issue with performance now, having ditched dyntopo and using the Vremesher instead.
why not orient the grid in the voxel remesher to the surface of normals?
From what I understand, that has to do with OpenVDB code which is a different thing altogether.
Wouldn’t you just run quadriflow and then vixen remesh?
Because you still end up with the same problem. It’s ONE grid. One uniform grid. Sure they could do that. But what happens if you then model some part that goes of the grid. Same problem again.
Why not not just then parent the object and rotate the parent? It will look the same as rotating the object but the object was still he aligned to the voxel grid in its own space. Problem solved (at least as you model stuff that is on the grid which you probably don’t want. So well suck it up or if you indeed want to model just grid aligned stuff go for plain polygon hard ops tools.
Mustache Merlin agree. Still please read previous comments so we don’t repeat ourselves in the same thread.
27:13 graphic computer science
I want to help develop Blender but I don’t code. Perhaps I could help with the 2.81 Sculpt documentation. How would I get on board with that?
Can someone fix the audio pretty please?
9:00 Pablo Doburro lol
2.82 cannot come soon enough.
The alpha version is very very stable, go get it!
YEEEEESSSSS!!!!
Those videos are so painfully quiet =/
So are face maps the same or similar to polygon material id's in 3ds max
i dont know if they are exactly the same but they can be used the same just like in 3dsmax
they are polygoups a la Zbrush ;)
@Solid Snake sweet! looking forward learning more about this.
great to know that computers hate to solve "0" :)
Omg again with the audio
Not so much about the sculpting workflow, but rather about how the software was coded.
„Eeeeeeeeeeeeeeeee“ 😄😄
Why is the audio so low? Even with the volume maxed on my phone, I can barely make what's being said.
wtf!? he had 0 likes in Artstation for real? no wonder he is so busy doing some amazing stuff at blender.
edit: is there a tackle of how blender will improve the UNDO stuff this feels like when you done something wrong and UNDO it sometimes it takes a few seconds to take effect and worst blender crashed specially in dense mesh like sculpting.
So this is how it was ruined
this video is way too quiet
I still don't know what the hell is voxel remesher or quadriflow for. If it's not meant to replace dyntopo or make a good remesher, then what is it for?
useful for making the model manifold for sculpting and 3d printing. I look forward to this since it will be easier for me to import models from masterpieceVR to a more usable format.
Voxel remesher is crazy fast and quadriflow is the only free quad remesher at the moment
It resembles the workflow of other sculpters, where you deform the existant mesh and generate a new basemesh anytime you need new even geometry or fix up holes. It's quite comfortable once you get into it - and from this talk I would gather it's a good way to have performant operations/strokes.
@@bezoro-personal We already have dynamic topology, why would I need VoxelRemesher? What does it do better than dyntopo?
Quadriflow is not like Zremesher. Zremesher actually creates good topology that you can export and use, quadriflow just makes quads.
@@magni319 Everything you're asking is literally addressed in this video. And you should also keep in mind that many of this features are still a WIP.
2:00 *Blender Guru has entered the chat*