How To Retopologize ANYTHING in Blender in Less Than 6 Minutes
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- Опубликовано: 5 сен 2021
- Retopologize anything in Blender. In 6 minutes you'll learn Blender modeling, retopology, edge flow and more tips and tricks to create perfect topology for your 3d models. Retopology doesn't need to be hard or confusing.
My Automatic Retopology Plugin:
exoside.com/quadremesher/
Softwrap 2 Plugin:
blendermarket.com/products/so...
Basic Retopology Tips + Tricks:
cgcookie.com/articles/guide-t...
Human Retopology Reference(Images):
flippednormals.com/downloads/...
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#3D_Modeling #Blender #Tutorial - Хобби
4:40 - That workflow with the multi res modifier is excellent. Thanks for these tips.
My pleasure. I'm happy you found it helpful. :)
dude same here I just had my whole world rocked. I feel silly cause I'd been re-sculpting in details on my re-topoed model like a fool who loves to waste time
Same, it's so obvious in hindsight but it never occurred to me 😂
+1 on this tip.
I would usually go from a somewhat close enough retopo-ed cage to baking displacement and/or normal maps right away… had only used shrink wrap modifiers (on 3dsmax) mostly to transfer skinning animations or just animate a lower res one to drive a higher res model.
This method though, it’s great.. and that reshape to bring it all the more closer 👌
@@Riceballer3D I was like, here come the baking taking forever joke. This is awesome.
Triangles are fine for games but when working in a studio where other people might have to use your model it's best practice to stick to quads so that people can understand your edge flow and edit the model if need be. For games polycount matters a lot. For film poly count doesn't matter. You must also make sure the model's topology allows for efficient deformations when animating.
Very true!
Poly count matters just as much in film as it does in games purely because they need to keep render times as low as possible so that they can meet deadlines.
I feel like he forgot to mention baking normal maps, which I strongly recommend as follow up learning. No matter how finely you divide it, this method will lose the small, fine details that your original sculpt had. Baking those details into a normal map gives you the immaculate lighting details of a sculpt with the performance and usability of the new topology
Good point. I should've mentioned that in the multires section as an alternative.
And what is the best way to avoid losses?
@@Noggi_3D, Not very clear… What would be the algorithm in this case then?
you retopo your model and then you bake your highpoly mesh on your lowpoly mesh fe in substance painter but if you plan to animate a character always retopo@@Mikhanreld
Extremely helpful. Retopology has always been a nightmare for me, and this video was a breath of fresh air.
Thanks! It can be very intimidating in the beginning.
If you have trouble I'd recommend just downloading well made base meshes and trying to mimic the topology, reverse engineering models. That's how I learned to do old school Blizzard textures, checking textures from the WoW Classic assets and mimicking the painting style.
Hands down the best retopologizing tutorial on youtube, because it actually goes over the general principle instead of taking literally 1.5 hours to go over step by step for a single model. Have you ever considered a follow up UV unwrapping tutorial?
I will very likely do more of these tutorials in the near future. UV unwrapping is not the first one, but it's on the list of potential topics. :)
I've seen a lot of retopology related videos, but this one really contained all the things I was missing.
I'm happy tho hear that. :)
You literally broke down the entire workflow needed in one shot! Thanks!
The absolute BEST retopo video I've ever seen, I know how to retopo but I always struggled on the order in which to retain original model details and this is one of the only videos I've found that covers it step by step
love how quick and to the point this is, 10/10
That multires workflow at the end of the video is super handy! One thing I find useful is turning on "In Front" setting for the retopo object from the 'Object properties' -> 'Viewport display'. It helps you see the faces youre projecting on the high res model. Also 'Auto merge vertices' comes handy when extruding faces and having them automatically snap to closest vertex, that way you dont have to do the connecting of faces yourself, saves a ton of time. Be careful with high detail retopo meshes though, as sometimes the margin for merging is so large that you may have some unintended merges.
Great tips! toggling "In Front" on or off is great to compare the original and the retopologized mesh.
THIS WAS SO HELPFUL. I cant even describe how nice it is to have someone concisely explain this.
Nice to know it was helpful to you. :)
The multires modifier with reshape blew my mind! Thanks!
one of the reasons I dropped my 3d modeling course is because i was never told anything about topology and always found my models looked like ass and i felt like i had to make them good from the start. Recently looking back on that I started searching things up on my own and learnt about topology in general and i think i may start learning 3d modeling again, and retopology is a big reason why
Pro tip as continuation of min 4:35: select either two boundary edges (not the whole boundary but only 2 parallel boundaries edge sides) which must have equal vertex count and preferably pair numbers, and then run the grid fill operator and it will automatically detect and fill perfectly your hole without needing to adjust any of the operator settings... even though take into account that the other 2 parallel edges also must be equal vertex count each (but not necessarily the same vertex count as the other 2 boundary edges for making the selection for accurate grid filling) as well to work properly, or otherwise some edge loops will get merged at the boundaries of the hole...
This is a terrific video for everything you need to know! Wow! Spectacular!! I can't believe you completely blew my mind and saved me from going into certain beginner ruts in only 6 minutes!!! Huge time savor, you're the best! Thanks for putting in all the work!!
Haha, thank you. My pleasure. :)
absolutely perfect video. love the fast and clear explanation, this has really helped!
Thanks! Nice to hear. :)
👏
This is a brilliant tutorial
I loved it
Amazing teacher! Thank you for sharing your workflows!
This is what a perfect retopology video looks like
Next level repo tips. Wow good stuff! This is a keeper. Thank you.
This is an excellent overview, thank you!
Great tips. You make it look so easy!
Awesome, straight forward, easy to follow and succinctly informative.
Subbed on first video watched.
I do NOT want to even start believing the number of information I needed to learn, that I have learned from this video....
Thank you so so much!!
literally never animate my models but recently ive needed to pose them.. ive had to retopologize like 3 times in the past 6 months and always come back to this video lol thanks
Haha, good to know it's helpful to you. :)
Thank you! A very informative resource!!
wow this explained wverything so well. thank you ❤
Very concise and informative, thanks for the video!
Extremely useful. Thank you.
God bless.
This was insanely helpful! Thank you so much :D
Thanks for mentioning SoftWrap - its just comedic watching it work, so amazing!
Yeah, it's a really fun addon :D
Extremely useful method, thank you.
4:33 About filling area between edge flow. I'm currently search, shortcut or technics like grid or other to improve my beginner skill.
Thanks a lot for this vidéo.
It can be cool to have more small detail on this topic :)
Merci beaucoup 👍😺
my most important take-away from this was to duplicate the retopo, use shrinkwrap and subdivs on one, apply, and then project these details onto a retopo with multires. i didn't know this was possible. this will save me so much hassle in the future.
Very helpful it is good for texturing and many other tools in blender that need low resolution models.
This is just what I'll need when I get further with my human model! Super helpful. :^D
THANK. YOU. I have been searching for a retopology video that explains whats going on, edgeflow and why it matters for so long aaaa
I'm happy it was helpful to you. :)
Thanks a lot!!) It was really helpful!
This one of the best videos about retopology i've ever seen. Thanks
Oh wow, such high praise. Thank you. :)
Thank you very much for the video, I may start sculpting now!
You should try it at least once. It's my favorite 3D modeling technique. :)
that was awesome... Thank you!
Thank you for this video! it helped alot
Broo 🔥 this one helped a lot❣️
Would love to see more videos on this subject from you. You explain it very well and don't waste time! I'd especially would love a more detailed explanation of edge flow.
I'm happy you like it. I might go more in depth in the future. I'll keep it in mind. :)
Have you any idea how much your comment helped me?, a year later and if not for this comment i would be lost thanks a lot man. you really helped me out
I did?@@oblivius5538
One of the best videos I have seen so far, keep it going bud.
Thank you. :)
Broooo thank you so much for this! So succint but informative at the same time!
Happy to hear that. :)
This retopology idea would also work with 3D scans where the mesh needs clean-up and touch-up. Thanks for the idea; I am going to give it a try.
Lately I've been taking my models into gravity sketch on the oculus quest 2 for retopology and it works pretty damn good for manual retopology, clothing, and hair.
Cool! I haven't heard of that one before.
can you use this model for texturing as well? in the process wouldn't you have to first apply the multires modifier?
Thank you so much for this video. You have no idea how much it has helped me
My pleasure. :)
really good tutorial, thank you
Thanks! :)
This was really helpful! Especially the magnet thing that I didn't even know it exict.
_Edit. First try was total mess, but I decided to start again and seems I learn from my earlier mistakes and it's looking very clean for now_
Nice! The second try is always miles better. :D
thanks for this, i was stuck at the multi res modifier didnt knew when exactly to apply it.
Yeah, it can be quite confusing.
You can also replace the subdivision modifier with the multires modifier and apply the shrinkwrap modifier right underneath it. That saves a step. :)
thank you so much for this video. its really helpful.
I'm glad you found it helpful. :)
@@Noggi_3D but topology is kinda difficult task for me😥
Would like to see a longer 1 hour video or multi part series of you explaining this slower and more of a walk through tutorial.
I did a retopology stream on my Live Channel a while ago. It's called "Blender Retopology - The Technique For PERFECT Topology" It only covers the first part of this video, but maybe it's helpful to you :)
Sick work! I loved the way you explained everything. So precise! I bet you put a lot of work into scripting the video and of course the work itself! Sorry man, but I really appreciate the sheer flow in this!
Thank you! :D
Thanks for thisssss
5:40 omg I need to try that, nice tips
Thank you so much omfg I needed this.
I'm happy it was helpful to you. :)
@@Noggi_3D yeah, I had this model that has a ton of faces and complicated shapes. I ignored that, but I needed to make a new UV Map and that was just down right impossible until I found this video. Thanks again!
@@gabbls_ Sometimes I just use "Smart UV Project" to create a crappy uv map on unretopologized models, but doing retopology beforehand is definitely better.
Thanks!
thanks
Great tutorial!!
Thanks. :)
just wanted to say you have a great logo! 😍
Thank you. :)
Insane 👌👌👌❤️❤️❤️ u saved my life
My pleasure. I'm happy I can be helpful to you. :)
as a blender baby who has been hacking at the program like a caveman for the past year trying to figure out retopo with literally any other video i found, this one saved my life. thank you dude. sending good vibes your way.
Glad I could help! :)
I couldn't find a reason to dislike this is the best ! thank you
ok I had my doubts on how helpful it would be since i hate manual retopology but this makes me feel like i could do it now. So thanks :)
I like to compare it to a math formula. Once you understand all the variables, you can use it for everything. :)
HOW DID I NOT THINK OF THIS BEFORE
Great Video!
Thanks. :)
Can you please do a tutorial about rigging? Your videos are super helpful, I'm a new subscriber💫
I'm not as well versed in rigging as I am in e.g. Retopology, but I'll keep it in mind. :)
Great video! I have a question about that last step though. Why not just put a shrinkwrap and multires modifier on the manually retoplogized model? What's the advantage of the additional steps?
Yeah, you can also just apply the shrinkwrap on the multires model. No need to transfer the shape. :)
This is the simplest tutorial I've seen on this so far, subscribed! I just have one question. If you were to export this model to a game engine, you'd have to bake this detail into a texture map, right?
To optimize the model for the game engine, you would bake the details into a texture map, correct. I'm not an expert on game design, so I might be wrong, but I'm 90% certain.
you must to bake the normals of the high res model in the low poly model i usually do it in substance
Really great tutorial
I'm happy it was helpful to you. :)
@4:12 It's a little advanced here. How do you know there needs to be an additional half edge loop close to the wrist at the thumb finger? Is it based on experience? Some topology fundamentals would help.
Hello im new to your lessons. Yes please create more like this. Someone mentioned (Baking), Is this step critical znd is it possible to continue this course explaing why or why not, thanks!
awesome..
5:31 You could also just retopo-quads in UV and do the shrink-wrap subdivide thing over your high-poly model :3
It's not as clean but that might work too. :)
If you turn on cycles you can bake the multi res texture in to the low poly model no?
Great video man, i love your tutorials. I have a question, is it possible to export a mesh with multires to zbrush? I followed your tutorial and I have a mesh on which i added pore details, the problem is that i can't bake the detail on a texture map because blender crashes whenever I try to do it, as far as I know zbrush handles better higher detail topology. If i wanted to export the model i should first apply the multires modifier or there is some way to preserve it in case I wanted to re import it after? Thank you!
I don't think you can import a model with the multires modifier still on it.
With my limited knowledge about ZBrush I think the model you want to import has to be free of modifiers and only made out of triangles.
Hope this helps. :)
4:13 - This is what I was looking for. At least I think I can use it... I just started playing with 3D models two weeks ago, and I have no idea how to even look up solutions to my problems, because I don't know the terminology, or the concepts behind it.
My problem is that I have a square grid on a plane (or a lightly bent surface), and I want this square grid to transition into a radial grid, as if the top of UV spehere was protruding from it upwards. And I have no idea how to create a topology around this transition between the plane and the half UV spehere. I tried some boolean operators on a plane and sphere, I tried bevel vertices on plane, I tried by hand... It's always a mess. Nothing looks topologically correct.
Well, this division of one quad into three making up a 90 degree turn is probably something I will need to apply in some way... though in my case, maybe I need a different angle then 90 degrees...
If you need more help, or have more questions, feel free to join my discord. We have a specific channel for exact questions like these. :)
@@Noggi_3D Yeah, I think I will :)
Wow this is exactly what i need lol. I'm a beginner in 3D modeling and this is the first time im doing the "reto" so everything is very new to me. I have a few questions, im wondering if you could help me with
1. So when you finish scuplting a model, would you retopology right away or you doing the hair then retopology after finishing the hair. And do I need to retopology the outfit too?
2. The last step is very useful where you can switch between a HQ Model or a Low Rez Model, and you said it'd be useful for animations. Is it becuz in animation some scenes you need to render a HD model with full detail and some scenes you just need to render a low rez model? like the model is standing pretty far or something like that ? Like how is it useful for animations
And thank you so much for the video, it really help me alot. Also sorry for the bad english lol
1. Retopology is essentially cleaning up geometry.
Pretty much every step after sculpting can benefit from good topology in one way or another.
You can think of it like sorting Lego pieces before you put it together. Afterwards, it's way easier and faster to work with than before, when it was messy.
For clothing, I usually use poly modeling and add more detail in sculpt mode using a multires modifier to increase the clothing resolution.
2. Your example is a good one. What I mean is, that you can animate the model in Low Res Mode and when you render it, you increase the subdivision level in the Multires modifier.
This way it's not super laggy, as it would be with a very high amount of geometry.
Hope this helps. :)
very usefull. thank you
My pleasure. :)
The last step (shrink wrapping the retopo modelled onto the high-res model) was a very nifty trick! Just wanted to know can't you achieve similar results by baking the high-res on the recently retopo'd model? Or is there a specific reason why that as opted instead of the conventional normals?
Baking the high rez model onto the low rez model requires you to transfer the shape of the high rez model to the low rez model, so that the multires modifier can store the displacement in a map. Shrinkwrapping is the best way that I know to do that. But you can skip the "reshape" step at the end and apply the shrinkwrap modifier to the multires model. :)
4:22 very interesting topic. I will be nice to talk more about it.
what the speedupp good for , is it some compatision who can be finich first ???
Noice love it when it learn stuff.. Just a total noob here like when I first started playing: Apex Legends
Didn't know what a hotdrop was
Great video
Thanks! :)
Hi Noggi, thank you for this very helpful tutorial, great as usual.
I need to find someone to retopologize a character I'm almost done modeling, any tip as where to find a fast and efficient 'remesher'? 🙂
Thank you !!
Quad Remesher is good for unusual models. If you have a base mesh you could "recycle", I would recommend Softwrap. :)
You save lives man. The first time I saw you I said "damn he good". Few videos later I decided that my project need some character. So I made one with your help ofc. Then I saw few mil faces and said "my pc aint buyin that" so I started retopo. Watched few vids and it didnt helped, so I said f this can wait. Maybe month later I see this video and oh man I was so mad "what can I learn in 6 minutes, you fkin kidding me? A f 6 minutes video? I do respect u much but Houston we have a major problem that needs to be solved, why no one can help, yea?" So I watched it again and then "wow this is masterpiece" Opened blender. Screenshot of purple macho mask in pureref (2:54). Few minutes later "I got it".
I wish I saw this earlier. I wish u best man, ur best sculpter I have ever seen. You make entertaining videos and teach how like this tutorial is so powerful. Love your work. Wish u best.
Thank you! I appreciate the kind words and am happy I could help. :)
@@Noggi_3D Im trying to learn re- and topology to know what im doing before using addons to quicken work. Mainly wanted to ask if its good idea to use (4:16) to solve edges inequality or adding loop cut (CTRL + R) is better? On parts like knees elbows it helps I think but on face? Wouldnt it distort or mess up subdividing retopoligized model? Also Daisy video is really good man, looking up to you!
Why do your new faces seem to stay on top of the model as you extrude from edges? Mine are mostly sunk inside.
you got a new subscriber, if you could do rigify in this way and also highlight the regular pitfalls to avoid that would be awesome.
Unfortunately, I don't use the advanced Rigify rig. I just use the basic one before you convert it. So I don't have a lot of experience with it. :D
2:18 how do you keep the plane from clipping through to the underside of the mesh object?
IMMA SUB.
Damn, thats good vid
Cooool!
When moving components with the "Snap to face" mode enabled, what you want it to do (be it faces, verts or edges), the points in the selection should snap to the face surface.
But it snaps the center of the face, or the center of the edge to the faces, leaving the points floating inside or outside the model, and you got to swith to point mode and jiggle them all into position. Not a nice workflow at all, or did I miss something? In Maya for example, you move an edge and the points will follow the surface.
I also found that I got allot of double transformations, like I move the edge but it was flying around violently all over the place instead of finding the model under the mouse cursor. I couldn't figure out what was causing that so I gave up on Blender for this task.
You can change the snapping method in the snapping settings. I'd guess it was set to "Snap to Center" instead of "Closest".
In most cases my settings are:
Snap to -> Face Project
Snap with -> Closest
Target Selection -> Active, Edited, Non-Edited
Project Individual Elements ✅
Affect -> Move, Rotate, Scale
Hope this helps. :)
I have a question for 5:47 which model would I use for animating???
Can you add stuff on the object after you have Retopologiezed, like hair and other details or should I add that beforehand?
I recommend doing it afterwards. :)
thank u
My pleasure. :)
unfortunately the link for human retopo reffs doesnt work for me, could you reshare it?
btw awesome video!