The new sculpting workflow in Blender - Pablo Dobarro

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  • Опубликовано: 17 ноя 2024

Комментарии • 109

  • @abhiraaid
    @abhiraaid Год назад +3

    Pablo is a true legend. Thankyou for all your contributions Pablo.

  • @yasunakaikumi
    @yasunakaikumi 5 лет назад +82

    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!

    • @litjellyfish
      @litjellyfish 5 лет назад +1

      Yasunaka Ikumi have your ever heard about the role technical artist?

    • @remon563
      @remon563 5 лет назад +1

      @@litjellyfish still rare ;) MACHIN3 is a great coder/artist as well.

    • @kilonaliosI
      @kilonaliosI 5 лет назад +3

      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.

    • @remon563
      @remon563 5 лет назад +3

      ​@@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 ;)

  • @BreiiisBreiiis
    @BreiiisBreiiis 5 лет назад +81

    This guy is a beast developer

  • @RealPigeonz
    @RealPigeonz 5 лет назад +92

    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^

    • @litjellyfish
      @litjellyfish 5 лет назад +10

      KMSMista ok and your point with saying that is?

    • @elikay2101
      @elikay2101 5 лет назад +13

      @@litjellyfish people trying to find no longer relevant reasons to dislike blender i guess?

  • @James.Just.James.
    @James.Just.James. Год назад +1

    Im back here because I miss this dude. 😢

  • @youdrakkar
    @youdrakkar 5 лет назад +5

    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

  • @kovra1305
    @kovra1305 5 лет назад +1

    Modest above all. Thank you for your hard work on making sculpting in Blender more intuitive and fun.

  • @activemotionpictures
    @activemotionpictures 5 лет назад +31

    32:36 - Amazing new tools for sculpting in blender 2.82

  • @manojlogulic4234
    @manojlogulic4234 5 лет назад +4

    Thank you Pablo for everything you do 👍

  • @katanalevygames
    @katanalevygames 4 года назад +3

    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

    • @albiceleste101
      @albiceleste101 3 года назад

      The difference between a coder and a computer science grad

    • @potatosalad5355
      @potatosalad5355 2 года назад

      That's because in your "Previous Life" you sold Encyclopedias and Vacuum Cleaners...door to door! : )

  • @satishgoda
    @satishgoda 5 лет назад +5

    Very informative and a honest talk. Thank you Pablo.

  • @albiceleste101
    @albiceleste101 3 года назад

    This video opened up my eyes about dyntopo
    I used to think it was the default for sculpting at all times

  • @multimediahelp1
    @multimediahelp1 5 лет назад +1

    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!

  • @tanakaamelie4234
    @tanakaamelie4234 5 лет назад +8

    I really love your work, thanks for all! / ¡De verdad que me encanta tu trabajo! ¡Gracias por todo!

  • @moxstudios
    @moxstudios 5 лет назад +11

    Pablo dropping the mic!

  • @JimmyGunawanX
    @JimmyGunawanX 5 лет назад +18

    Pabro can really sculpt beautiful and pretty female models. Rare talents.

    • @litjellyfish
      @litjellyfish 5 лет назад +2

      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.

    • @JimmyGunawanX
      @JimmyGunawanX 5 лет назад +2

      Stefan Holmqvist Well I like his style.

    • @litjellyfish
      @litjellyfish 5 лет назад

      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

  • @copypaste3526
    @copypaste3526 5 лет назад +1

    Pablo seems like a cool guy. Really greatful for this nice talk:)

  • @Ironpants57
    @Ironpants57 5 лет назад +1

    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.

  • @pixunPL
    @pixunPL 5 лет назад +2

    Thank you for you amazing job Pablo! ❤️

  • @jascrandom9855
    @jascrandom9855 5 лет назад +27

    The Myth, The Leyend!

  • @aranganr
    @aranganr 5 лет назад

    Thanks Pablo for your great effort. Wish you Success in all your tryings.

  • @yungfailee
    @yungfailee 5 лет назад +7

    how many talents one single person can have?
    a excellent sculpt artist and professional programmer.
    but it might be common for blender artist.

  • @pixunPL
    @pixunPL 4 года назад

    For me Pablo is a rockstar! Totally!

  • @antoniowilmot2637
    @antoniowilmot2637 5 лет назад

    The relax brush will be great to use with the multi-res, stretching was always an issue when using it.

  • @sashabent6585
    @sashabent6585 5 лет назад +3

    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

  • @andrewsanders7636
    @andrewsanders7636 3 года назад +2

    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

  • @GamedevFred
    @GamedevFred 5 лет назад +6

    The Face Maps Visibility System. Yes!!!

  • @generalfishcake
    @generalfishcake 4 года назад

    He is a legend. What an amazing guy.

  • @lostcrusader8053
    @lostcrusader8053 5 лет назад +52

    1:51
    Blender Guru would like to know your location! 😂

  • @SwamiraiJack
    @SwamiraiJack 4 года назад

    One amazing tool that I'd like to see in Blender is the ability to do Boolean operations (again).

  • @Shiruvan
    @Shiruvan 5 лет назад

    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.

  • @fragarena9910
    @fragarena9910 5 лет назад

    Absolutely fascinating

  • @IGarrettI
    @IGarrettI 5 лет назад +4

    ok these painting tools seem to slap 3D coat in the face a bit, asking it to make some space

  • @Nova-sama420
    @Nova-sama420 5 лет назад +3

    da real mvp

  • @liquidvoltage3619
    @liquidvoltage3619 3 года назад +1

    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?

  • @dc37009
    @dc37009 Год назад

    WHY THE F'G, F ! ~aren't there subtitles for this nice man, with the impossibly thick accent !

  • @PROMT_CANAL
    @PROMT_CANAL 3 года назад

    Bravo!!

  • @nikhil22bhardwaj
    @nikhil22bhardwaj 5 лет назад +1

    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.

    • @yellowcrescent
      @yellowcrescent 5 лет назад +2

      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.

    • @nikhil22bhardwaj
      @nikhil22bhardwaj 5 лет назад

      Thanks for this info.

  • @wacom8199
    @wacom8199 5 лет назад

    you are amazing Pablo!! :D!

  • @RomboutVersluijs
    @RomboutVersluijs 5 лет назад +1

    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.

  • @Ad-im1ne
    @Ad-im1ne 5 лет назад +2

    Alternate title: Voxel Remesher Uses Explained

  • @d4t4d13b
    @d4t4d13b 5 лет назад +5

    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...

    • @quinten2083
      @quinten2083 5 лет назад +6

      Its just extremely low

    • @SkyfishArt
      @SkyfishArt 5 лет назад +3

      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.

    • @lawthirtyfour2953
      @lawthirtyfour2953 5 лет назад +3

      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.

  • @Kavukamari
    @Kavukamari 5 лет назад

    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

    • @litjellyfish
      @litjellyfish 5 лет назад

      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.

  • @brentpotts616
    @brentpotts616 5 лет назад

    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?

    • @BIGOTEMACHINE
      @BIGOTEMACHINE 5 лет назад

      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

  • @carrapaz3645
    @carrapaz3645 5 лет назад +3

    For anyone struggling with too low audio install chrome audio booster

  • @CristianPalmas
    @CristianPalmas 5 лет назад

    Awesome

  • @twitte0king
    @twitte0king 5 лет назад

    awesome!!

  • @lawthirtyfour2953
    @lawthirtyfour2953 5 лет назад +24

    "The association between digital sculpting and performance is just marketing." I suppose everyone needs atleast 1 terrible take in this industry.

    • @uwirl4338
      @uwirl4338 5 лет назад +19

      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.

    • @wo262
      @wo262 5 лет назад +17

      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.

  • @Simon2d3d
    @Simon2d3d 5 лет назад +2

    why not orient the grid in the voxel remesher to the surface of normals?

    • @potatosalad6534
      @potatosalad6534 5 лет назад +1

      From what I understand, that has to do with OpenVDB code which is a different thing altogether.

    • @philistineau
      @philistineau 5 лет назад

      Wouldn’t you just run quadriflow and then vixen remesh?

    • @litjellyfish
      @litjellyfish 5 лет назад

      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.

    • @litjellyfish
      @litjellyfish 5 лет назад

      Mustache Merlin agree. Still please read previous comments so we don’t repeat ourselves in the same thread.

  • @lowtopoly7151
    @lowtopoly7151 4 года назад +1

    27:13 graphic computer science

  • @mikebennewitz
    @mikebennewitz 5 лет назад

    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?

  • @4mb127
    @4mb127 5 лет назад +4

    Can someone fix the audio pretty please?

  • @PabloPerroPerro
    @PabloPerroPerro 4 года назад

    9:00 Pablo Doburro lol

  • @deuswulf6193
    @deuswulf6193 5 лет назад

    2.82 cannot come soon enough.

    • @xewi60
      @xewi60 5 лет назад

      The alpha version is very very stable, go get it!

  • @philistineau
    @philistineau 5 лет назад

    YEEEEESSSSS!!!!

  • @Ferodra
    @Ferodra 5 лет назад +1

    Those videos are so painfully quiet =/

  • @LukePettit3dArtist
    @LukePettit3dArtist 5 лет назад

    So are face maps the same or similar to polygon material id's in 3ds max

    • @tsunayoshisawada5353
      @tsunayoshisawada5353 5 лет назад

      i dont know if they are exactly the same but they can be used the same just like in 3dsmax

    • @remon563
      @remon563 5 лет назад

      they are polygoups a la Zbrush ;)

    • @remon563
      @remon563 5 лет назад

      @Solid Snake sweet! looking forward learning more about this.

  • @shelila1643
    @shelila1643 4 года назад

    great to know that computers hate to solve "0" :)

  • @langianimations416
    @langianimations416 5 лет назад +3

    Omg again with the audio

  • @kimonmatara6903
    @kimonmatara6903 5 лет назад

    Not so much about the sculpting workflow, but rather about how the software was coded.

  • @ezelominish3767
    @ezelominish3767 5 лет назад +1

    „Eeeeeeeeeeeeeeeee“ 😄😄

  • @BrunodeSouzaLino
    @BrunodeSouzaLino 5 лет назад

    Why is the audio so low? Even with the volume maxed on my phone, I can barely make what's being said.

  • @pawpotsRS
    @pawpotsRS 4 года назад

    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.

  • @mcrafe
    @mcrafe 3 месяца назад

    So this is how it was ruined

  • @Klayperson
    @Klayperson 5 лет назад

    this video is way too quiet

  • @magni319
    @magni319 5 лет назад +2

    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?

    • @SkyfishArt
      @SkyfishArt 5 лет назад +1

      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.

    • @ItsXDaniC
      @ItsXDaniC 5 лет назад +4

      Voxel remesher is crazy fast and quadriflow is the only free quad remesher at the moment

    • @NoArtistAvailable
      @NoArtistAvailable 5 лет назад +3

      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.

    • @magni319
      @magni319 5 лет назад

      @@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.

    • @Dnps1360
      @Dnps1360 5 лет назад +3

      @@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.

  • @Kimera_Alternate_Realities
    @Kimera_Alternate_Realities 5 лет назад +6

    2:00 *Blender Guru has entered the chat*