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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    Thank you very much for watching!
    #3D_Modeling #Blender #Tutorial
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Комментарии • 464

  • @DirkTeucher
    @DirkTeucher 2 года назад +218

    4:40 - That workflow with the multi res modifier is excellent. Thanks for these tips.

    • @Noggi_3D
      @Noggi_3D  2 года назад +6

      My pleasure. I'm happy you found it helpful. :)

    • @Riceballer3D
      @Riceballer3D 2 года назад +6

      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

    • @alexandercooney5540
      @alexandercooney5540 2 года назад +3

      Same, it's so obvious in hindsight but it never occurred to me 😂

    • @alejmc
      @alejmc 2 года назад +1

      +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 👌

    • @kylegerbrandt
      @kylegerbrandt 2 года назад +1

      @@Riceballer3D I was like, here come the baking taking forever joke. This is awesome.

  • @swthelostarchives
    @swthelostarchives Год назад +113

    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.

    • @Noggi_3D
      @Noggi_3D  Год назад +7

      Very true!

    • @XtremeSk8ter
      @XtremeSk8ter 8 месяцев назад +19

      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.

  • @potaterjim
    @potaterjim Год назад +175

    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

    • @Noggi_3D
      @Noggi_3D  Год назад +38

      Good point. I should've mentioned that in the multires section as an alternative.

    • @Mikhanreld
      @Mikhanreld 9 месяцев назад

      And what is the best way to avoid losses?

    • @Mikhanreld
      @Mikhanreld 9 месяцев назад +1

      @@Noggi_3D, Not very clear… What would be the algorithm in this case then?

    • @nielstombeur6921
      @nielstombeur6921 3 месяца назад

      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

  • @metalman2140
    @metalman2140 2 года назад +219

    Extremely helpful. Retopology has always been a nightmare for me, and this video was a breath of fresh air.

    • @Noggi_3D
      @Noggi_3D  2 года назад +11

      Thanks! It can be very intimidating in the beginning.

    • @philmehrart
      @philmehrart Год назад +8

      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.

  • @carrotylemons1190
    @carrotylemons1190 2 года назад +57

    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?

    • @Noggi_3D
      @Noggi_3D  2 года назад +14

      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. :)

  • @babaspector
    @babaspector 2 года назад +50

    I've seen a lot of retopology related videos, but this one really contained all the things I was missing.

    • @Noggi_3D
      @Noggi_3D  2 года назад +4

      I'm happy tho hear that. :)

  • @Mr_Steve3D
    @Mr_Steve3D Год назад +8

    You literally broke down the entire workflow needed in one shot! Thanks!

  • @Volaths
    @Volaths 11 месяцев назад

    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

  • @heart-sprout
    @heart-sprout 2 года назад +1

    love how quick and to the point this is, 10/10

  • @kimitalvitie
    @kimitalvitie 2 года назад +62

    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.

    • @Noggi_3D
      @Noggi_3D  2 года назад +5

      Great tips! toggling "In Front" on or off is great to compare the original and the retopologized mesh.

  • @rocketprops3739
    @rocketprops3739 Год назад +9

    THIS WAS SO HELPFUL. I cant even describe how nice it is to have someone concisely explain this.

    • @Noggi_3D
      @Noggi_3D  Год назад +1

      Nice to know it was helpful to you. :)

  • @Snoight
    @Snoight 3 месяца назад +1

    The multires modifier with reshape blew my mind! Thanks!

  • @linkunarre
    @linkunarre Год назад +2

    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

  • @michaelbendavid777
    @michaelbendavid777 Год назад +4

    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...

  • @human_of_homosapiens_
    @human_of_homosapiens_ 2 года назад +5

    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!!

    • @Noggi_3D
      @Noggi_3D  2 года назад

      Haha, thank you. My pleasure. :)

  • @wienerboy4587
    @wienerboy4587 Год назад +3

    absolutely perfect video. love the fast and clear explanation, this has really helped!

    • @Noggi_3D
      @Noggi_3D  Год назад

      Thanks! Nice to hear. :)

  • @chukwudiebite7775
    @chukwudiebite7775 2 года назад +1

    👏
    This is a brilliant tutorial
    I loved it

  • @diomiziofattorelli6609
    @diomiziofattorelli6609 7 дней назад

    Amazing teacher! Thank you for sharing your workflows!

  • @JR-xp1yr
    @JR-xp1yr Год назад +2

    This is what a perfect retopology video looks like

  • @Bad_Chad
    @Bad_Chad Год назад

    Next level repo tips. Wow good stuff! This is a keeper. Thank you.

  • @SarahBadr
    @SarahBadr 2 года назад

    This is an excellent overview, thank you!

  • @anthonymika5595
    @anthonymika5595 Год назад

    Great tips. You make it look so easy!

  • @glenrisk5234
    @glenrisk5234 2 года назад

    Awesome, straight forward, easy to follow and succinctly informative.
    Subbed on first video watched.

  • @ghhungyaaaghjust.6819
    @ghhungyaaaghjust.6819 8 месяцев назад

    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!!

  • @evilbongwizard2800
    @evilbongwizard2800 2 года назад +5

    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

    • @Noggi_3D
      @Noggi_3D  2 года назад

      Haha, good to know it's helpful to you. :)

  • @gaston.
    @gaston. 2 года назад

    Thank you! A very informative resource!!

  • @itsyaboinadia
    @itsyaboinadia 2 года назад

    wow this explained wverything so well. thank you ❤

  • @mykalesalad
    @mykalesalad 2 года назад

    Very concise and informative, thanks for the video!

  • @bin4rym4ge
    @bin4rym4ge Год назад

    Extremely useful. Thank you.
    God bless.

  • @louxie6367
    @louxie6367 2 года назад

    This was insanely helpful! Thank you so much :D

  • @PrinceWesterburg
    @PrinceWesterburg 2 года назад +1

    Thanks for mentioning SoftWrap - its just comedic watching it work, so amazing!

    • @Noggi_3D
      @Noggi_3D  2 года назад

      Yeah, it's a really fun addon :D

  • @kte-5716
    @kte-5716 2 года назад

    Extremely useful method, thank you.

  • @ranska2506
    @ranska2506 Год назад +1

    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 👍😺

  • @approachingetterath9959
    @approachingetterath9959 3 месяца назад +2

    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.

  • @nic3670
    @nic3670 Год назад

    Very helpful it is good for texturing and many other tools in blender that need low resolution models.

  • @CrippledHurp
    @CrippledHurp Год назад +1

    This is just what I'll need when I get further with my human model! Super helpful. :^D

  • @kingsevil5255
    @kingsevil5255 2 года назад

    THANK. YOU. I have been searching for a retopology video that explains whats going on, edgeflow and why it matters for so long aaaa

    • @Noggi_3D
      @Noggi_3D  2 года назад

      I'm happy it was helpful to you. :)

  • @LycheeFruitsLich
    @LycheeFruitsLich 8 месяцев назад

    Thanks a lot!!) It was really helpful!

  • @notmyname90
    @notmyname90 2 года назад

    This one of the best videos about retopology i've ever seen. Thanks

    • @Noggi_3D
      @Noggi_3D  2 года назад

      Oh wow, such high praise. Thank you. :)

  •  2 года назад

    Thank you very much for the video, I may start sculpting now!

    • @Noggi_3D
      @Noggi_3D  2 года назад +1

      You should try it at least once. It's my favorite 3D modeling technique. :)

  • @hawkingoh
    @hawkingoh 10 месяцев назад

    that was awesome... Thank you!

  • @cpt_buttwipe
    @cpt_buttwipe 7 месяцев назад

    Thank you for this video! it helped alot

  • @abhilashsethumadhavan781
    @abhilashsethumadhavan781 Год назад

    Broo 🔥 this one helped a lot❣️

  • @Layston
    @Layston Год назад +3

    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.

    • @Noggi_3D
      @Noggi_3D  Год назад

      I'm happy you like it. I might go more in depth in the future. I'll keep it in mind. :)

    • @oblivius5538
      @oblivius5538 2 месяца назад

      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

    • @Layston
      @Layston 2 месяца назад

      I did?@@oblivius5538

  • @trueconde5623
    @trueconde5623 2 года назад

    One of the best videos I have seen so far, keep it going bud.

  • @vivvygipe9605
    @vivvygipe9605 2 года назад

    Broooo thank you so much for this! So succint but informative at the same time!

    • @Noggi_3D
      @Noggi_3D  2 года назад

      Happy to hear that. :)

  • @cyber4joy
    @cyber4joy 7 месяцев назад

    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.

  • @Amgeezy
    @Amgeezy 2 года назад +1

    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.

    • @Noggi_3D
      @Noggi_3D  2 года назад

      Cool! I haven't heard of that one before.

  • @kisalperera2419
    @kisalperera2419 7 месяцев назад

    can you use this model for texturing as well? in the process wouldn't you have to first apply the multires modifier?

  • @Lase211
    @Lase211 2 года назад

    Thank you so much for this video. You have no idea how much it has helped me

    • @Noggi_3D
      @Noggi_3D  2 года назад +1

      My pleasure. :)

  • @wadalapichu4873
    @wadalapichu4873 2 года назад

    really good tutorial, thank you

  • @h4nv
    @h4nv Год назад +1

    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_

    • @Noggi_3D
      @Noggi_3D  Год назад

      Nice! The second try is always miles better. :D

  • @Robb1n11
    @Robb1n11 2 года назад

    thanks for this, i was stuck at the multi res modifier didnt knew when exactly to apply it.

    • @Noggi_3D
      @Noggi_3D  2 года назад

      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. :)

  • @devendrameena9928
    @devendrameena9928 Год назад +1

    thank you so much for this video. its really helpful.

    • @Noggi_3D
      @Noggi_3D  Год назад +1

      I'm glad you found it helpful. :)

    • @devendrameena9928
      @devendrameena9928 Год назад

      @@Noggi_3D but topology is kinda difficult task for me😥

  • @CyberSex
    @CyberSex 2 года назад +6

    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.

    • @Noggi_3D
      @Noggi_3D  2 года назад +4

      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 :)

  • @LeanPrints
    @LeanPrints 2 года назад

    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!

  • @beeverone4740
    @beeverone4740 2 года назад

    Thanks for thisssss

  • @gabrielviquez7092
    @gabrielviquez7092 7 месяцев назад

    5:40 omg I need to try that, nice tips

  • @gabbls_
    @gabbls_ 2 года назад

    Thank you so much omfg I needed this.

    • @Noggi_3D
      @Noggi_3D  2 года назад

      I'm happy it was helpful to you. :)

    • @gabbls_
      @gabbls_ 2 года назад

      @@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!

    • @Noggi_3D
      @Noggi_3D  2 года назад

      @@gabbls_ Sometimes I just use "Smart UV Project" to create a crappy uv map on unretopologized models, but doing retopology beforehand is definitely better.

  • @JordyRenderos-kj8rn
    @JordyRenderos-kj8rn 4 месяца назад

    Thanks!

  • @Gametime05577
    @Gametime05577 2 месяца назад +1

    thanks

  • @NebMotion
    @NebMotion 2 года назад

    Great tutorial!!

  • @Robinbobin
    @Robinbobin Год назад

    just wanted to say you have a great logo! 😍

    • @Noggi_3D
      @Noggi_3D  11 месяцев назад

      Thank you. :)

  • @Rinkyu
    @Rinkyu 2 года назад

    Insane 👌👌👌❤️❤️❤️ u saved my life

    • @Noggi_3D
      @Noggi_3D  2 года назад

      My pleasure. I'm happy I can be helpful to you. :)

  • @JF-rf8xy
    @JF-rf8xy 10 месяцев назад

    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.

    • @Noggi_3D
      @Noggi_3D  10 месяцев назад +1

      Glad I could help! :)

  • @jesusforever444
    @jesusforever444 2 месяца назад

    I couldn't find a reason to dislike this is the best ! thank you

  • @kath5847
    @kath5847 2 года назад

    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 :)

    • @Noggi_3D
      @Noggi_3D  2 года назад +1

      I like to compare it to a math formula. Once you understand all the variables, you can use it for everything. :)

  • @SoulshaBoy
    @SoulshaBoy 8 месяцев назад

    HOW DID I NOT THINK OF THIS BEFORE

  • @yashrathod4115
    @yashrathod4115 2 года назад

    Great Video!

  • @LadyBug-ox8bg
    @LadyBug-ox8bg 2 года назад +4

    Can you please do a tutorial about rigging? Your videos are super helpful, I'm a new subscriber💫

    • @Noggi_3D
      @Noggi_3D  2 года назад +1

      I'm not as well versed in rigging as I am in e.g. Retopology, but I'll keep it in mind. :)

  • @KingLouie111
    @KingLouie111 Год назад

    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?

    • @Noggi_3D
      @Noggi_3D  Год назад

      Yeah, you can also just apply the shrinkwrap on the multires model. No need to transfer the shape. :)

  • @def6415
    @def6415 2 года назад +3

    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?

    • @Noggi_3D
      @Noggi_3D  2 года назад +2

      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.

    • @Erkille7
      @Erkille7 2 года назад

      you must to bake the normals of the high res model in the low poly model i usually do it in substance

  • @The578unit
    @The578unit 2 года назад

    Really great tutorial

    • @Noggi_3D
      @Noggi_3D  2 года назад

      I'm happy it was helpful to you. :)

  • @jrM5492
    @jrM5492 6 месяцев назад

    @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.

  • @Lync1111
    @Lync1111 3 месяца назад

    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!

  • @blenderdefaultcube
    @blenderdefaultcube Год назад

    awesome..

  • @cerberouse1
    @cerberouse1 Год назад

    5:31 You could also just retopo-quads in UV and do the shrink-wrap subdivide thing over your high-poly model :3

    • @Noggi_3D
      @Noggi_3D  Год назад

      It's not as clean but that might work too. :)

  • @BraanFlakes08
    @BraanFlakes08 3 месяца назад

    If you turn on cycles you can bake the multi res texture in to the low poly model no?

  • @simogiorgi99
    @simogiorgi99 2 года назад

    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!

    • @Noggi_3D
      @Noggi_3D  2 года назад +1

      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. :)

  • @ShadowTheHedgehogCZ
    @ShadowTheHedgehogCZ 2 года назад +3

    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...

    • @Noggi_3D
      @Noggi_3D  2 года назад +2

      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. :)

    • @ShadowTheHedgehogCZ
      @ShadowTheHedgehogCZ 2 года назад

      @@Noggi_3D Yeah, I think I will :)

  • @CHITUS
    @CHITUS 2 года назад +2

    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

    • @Noggi_3D
      @Noggi_3D  2 года назад

      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. :)

  • @in2fractalout
    @in2fractalout 2 года назад

    very usefull. thank you

  • @cat_4664
    @cat_4664 2 года назад

    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?

    • @Noggi_3D
      @Noggi_3D  2 года назад +1

      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. :)

  • @ranska2506
    @ranska2506 Год назад +1

    4:22 very interesting topic. I will be nice to talk more about it.

  • @jessicaskov6400
    @jessicaskov6400 Год назад

    what the speedupp good for , is it some compatision who can be finich first ???

  • @guzuse7199
    @guzuse7199 2 года назад

    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

  • @codecakeee
    @codecakeee Год назад

    Great video

  • @anaislegros2440
    @anaislegros2440 Год назад

    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 !!

    • @Noggi_3D
      @Noggi_3D  Год назад

      Quad Remesher is good for unusual models. If you have a base mesh you could "recycle", I would recommend Softwrap. :)

  • @emiltrt
    @emiltrt Год назад +1

    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.

    • @Noggi_3D
      @Noggi_3D  Год назад +1

      Thank you! I appreciate the kind words and am happy I could help. :)

    • @emiltrt
      @emiltrt Год назад

      @@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!

  • @brumbogetbrum2714
    @brumbogetbrum2714 8 часов назад +1

    Why do your new faces seem to stay on top of the model as you extrude from edges? Mine are mostly sunk inside.

  • @buda3d2007
    @buda3d2007 Год назад

    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.

    • @Noggi_3D
      @Noggi_3D  Год назад +1

      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

  • @Akomarongg
    @Akomarongg 5 месяцев назад

    2:18 how do you keep the plane from clipping through to the underside of the mesh object?

  • @user-xc3co4jc7n
    @user-xc3co4jc7n 2 месяца назад

    IMMA SUB.

  • @Youshisu
    @Youshisu 3 месяца назад

    Damn, thats good vid

  • @DRDC3D
    @DRDC3D Год назад

    Cooool!

  • @erispe
    @erispe Год назад

    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.

    • @Noggi_3D
      @Noggi_3D  Год назад +2

      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. :)

  • @jimboswackyantics5545
    @jimboswackyantics5545 7 месяцев назад

    I have a question for 5:47 which model would I use for animating???

  • @blendercamp4094
    @blendercamp4094 Год назад

    Can you add stuff on the object after you have Retopologiezed, like hair and other details or should I add that beforehand?

    • @Noggi_3D
      @Noggi_3D  Год назад

      I recommend doing it afterwards. :)

  • @kenryu3624
    @kenryu3624 Год назад

    thank u

  • @vector2680
    @vector2680 10 месяцев назад

    unfortunately the link for human retopo reffs doesnt work for me, could you reshare it?
    btw awesome video!