great tutorial... trying it for my first ever retopo.. kudos 1 more tip.. 10:25 you can select scale and rotate in Snap options to enable snapping for those operations as well..
Your tutorial is the best.... no one teaches about how to work on the back side of the sculpt... thankyou soo much it solved the problem I had for last 1 week....
Thanks a really lotttt sir!! I had seen retopolizing the mesh in previous version, but because I am having the 2.81, I could able to follow them. But this video surely helps me out with all that it can offer!! A great tutorial and, you earn yourself a subscriber!
that's what i meant by quicker to render, but you're right i didn't really underscore that point in relation to games rendering which in context is definitely not an obvious advantage to some :)
Check the description for all chapter time marks and more! Also if necessary will place any required updates here at the end of this comment! :) UPDATE > After this video was produced another Add-on good for retopology came to our attention - The PolyQuilt Addon - We put some more links on the main page: www.creativeshrimp.com/blender-retopology.html Also, thanks to Pixel Adventures for pointing out that the issue mentioned at 10:25 you can also select scale and rotate in the bottom of the snap options to enable snapping for those operations as well! :)
Hi! That was covered in the previous episode ruclips.net/video/iZM9JZBmCxI/видео.html however, i should have probably made mention briefly here too, thanks for taking the time to include that here! :)
Thanks! And that is very true, it is a pretty important factor, i think my main advice for that would be to line up edge flow of neighboring pieces and hide as many poles as possible in the valleys of the panels. It kind of falls under general topology teaching, which is a fairly big topic in of itself. However, it's definitely something I'll be doing more of on the channel soon! :)
yes! Every so often you might want to apply the shrinkwrap modifier and add a new one, just to make sure the 'raw' positions of the vertices aren't too far from the required positions, otherwise things might start behaving a bit strangely down the line. :)
it's called 'lulu' by Underbelly! :) I'm not sure how to link to it but you'll find it here... ruclips.net/user/audiolibrarymusic?nv=1 use that and search for lulu! :)
@@timi0276 That would be the output properties tab of the properties window, by default you'll open blender with that window set to the render tab where you can switch the engine, by default it's on Eevee, within that window the rest of greyscale tabs there show settings for the scene generally, the next one down that looks like a printer printing something is where you can change render dimensions. Check out this video here... ruclips.net/video/Gifto41kpJw/видео.html and watch that playlist generally, it'll get you off to a great start! :)
no, dont retopolgiez this way, use addons, save yourself sanity and time, having blender and not using addons is like not using 50% of what makes blender blender. blender is made by the community not only the main code but addons too. so yeah. there are many great free addons for retopo: retopoflow (free on github), miratools, retopoflow, speedretopo. just can use just one use any combination of them as part of your workflow.
It's good to learn as many workflows as possible as it can get you out of a corner in certain situations, but I would totally agree, if doing a lot of retopology definitely go with the specified tools, retopoflow would likely be my goto, but thanks for adding those other suggestions too. :)
What are you talking about, retopo after sculpting is an industry standard workflow when creating characters for example, zremesher is great for some uses but definitely have to manual retopo for most cases if you want good topology, even more so for animation, so no, retopology after highpoly model is not a big mistake, not by a long shot
@@giantswing3175 u gonna need a manual retopo anyway, but pros is creating a topology which is suitable for technical specifications but before the highpoly model, retopology after creating a highpolymodel is for noobs dude
I never build a high poly asset for a pc game but isn’t it better to have a lowpoly mesh first which can be uv unwrapped very easy before sculpting the high poly mesh which will be used to bake normal maps on the low poly mesh?
@@Krull0r don't say if you doesn't know I have 10 years of experience of creating aaa 3d models. Yeah u need to create lowpoly first and then highpoly for a games, but not the other way, there is some other non-gamedev tasks where u need to go the other way and this is where u gonna need an additional tools like zremesher or plugins. Manual retopo is a pain in the a**
@@PashaDefragzor Totally agree that if the automatic solution works, go with that! :D Especially if in a 3d asset pipeline that needs replicating a lot i.e. there's a load of assets to get through quickly. Though I think it's fair to keep in mind that almost always context is everything when analyzing the criteria by which conclusions of right and wrong can be drawn. Criteria usually divides into stuff like power of iteration/versatility vs creative freedom vs time constraints vs fun! So using texturing as an example, use a substance graph (for versatility and iteration) or just do some photobashing instead (quick and often easy). When would you say you turned to more auto retopo than manual retopo over those 10 years by the way?
great tutorial... trying it for my first ever retopo.. kudos
1 more tip.. 10:25 you can select scale and rotate in Snap options to enable snapping for those operations as well..
YES! That is awesome thanks! A great addition to 2.8, that should be on by default! :D
Your tutorial is the best.... no one teaches about how to work on the back side of the sculpt... thankyou soo much it solved the problem I had for last 1 week....
Exactly what i needed! Thank you!
Wow, I don't even know the mixed usage such as the POINT & SURFACE snap tools, it's brilliant!
Thanks a really lotttt sir!!
I had seen retopolizing the mesh in previous version, but because I am having the 2.81, I could able to follow them. But this video surely helps me out with all that it can offer!! A great tutorial and, you earn yourself a subscriber!
Really happy to hear it's useful! :D
Hey, Alt + B is back! I missed that. Yay. :)
Excellent ! Thank you so much for your sharing and intelligence ! Very educational.
That's kind of you to say! I'm just riding on the shoulders of the Blender dev's! :D
I think you skipped over mentioning an important use for retopology: Game assets to ensure high performance
that's what i meant by quicker to render, but you're right i didn't really underscore that point in relation to games rendering which in context is definitely not an obvious advantage to some :)
Polyquilt one of the best add-ons for retopology, it work like poly build tool but better
Aidy explains things the best
Thanks! :D That's very kind of you to say! Gonna keep on trying! :D
Thank you Aidy
Hello Gaber! 😀
Thanks!
very usefull
Check the description for all chapter time marks and more! Also if necessary will place any required updates here at the end of this comment! :) UPDATE > After this video was produced another Add-on good for retopology came to our attention - The PolyQuilt Addon - We put some more links on the main page: www.creativeshrimp.com/blender-retopology.html Also, thanks to Pixel Adventures for pointing out that the issue mentioned at 10:25 you can also select scale and rotate in the bottom of the snap options to enable snapping for those operations as well! :)
Thxx brooo well done!! Excelente tutorial ilove you!! Hahaha
Aidy, you are a magician. :-D
thank you so much!
so many good videos,so littlel time for sleep....who needs sleep?
Speedretopo is another one, works with bsurface
Speedretopo + polyquilt = ultimate retopology tool
you didn't say about auto-retopology like quad remesher exoside
it gives good speed retopo if you don't need very good one for animation.
Hi! That was covered in the previous episode ruclips.net/video/iZM9JZBmCxI/видео.html however, i should have probably made mention briefly here too, thanks for taking the time to include that here! :)
Can I please have the model's download link, I have no sculpting skills and I need to follow along with the video, thank you
Great but you missed a very important step: handling retopo over the panel lines and the joining of the parts
Thanks! And that is very true, it is a pretty important factor, i think my main advice for that would be to line up edge flow of neighboring pieces and hide as many poles as possible in the valleys of the panels. It kind of falls under general topology teaching, which is a fairly big topic in of itself. However, it's definitely something I'll be doing more of on the channel soon! :)
This is what i dont get - Surely after doing retopo, all the detail is gone?
When doing retopo you can choose how much detail you’d like to keep. So you’d just have smaller/thinner faces going along finer detail.
Can I using shrinkwrap modifier instead using snap?
yes! Every so often you might want to apply the shrinkwrap modifier and add a new one, just to make sure the 'raw' positions of the vertices aren't too far from the required positions, otherwise things might start behaving a bit strangely down the line. :)
Background music at intro and outro?
it's called 'lulu' by Underbelly! :) I'm not sure how to link to it but you'll find it here... ruclips.net/user/audiolibrarymusic?nv=1 use that and search for lulu! :)
Is someone able to help me :(
Is it possible to change the aspect ratio? I would like to have 2.39:1 instead of the normal 16:9
Please help..
i'm not really sure what you mean, is this about some particular part of the video?
@@AidyBurrows3D no its in general about blender xD
@@timi0276 That would be the output properties tab of the properties window, by default you'll open blender with that window set to the render tab where you can switch the engine, by default it's on Eevee, within that window the rest of greyscale tabs there show settings for the scene generally, the next one down that looks like a printer printing something is where you can change render dimensions. Check out this video here... ruclips.net/video/Gifto41kpJw/видео.html and watch that playlist generally, it'll get you off to a great start! :)
Why not just use a plugin to do the retopo?
if planning on a lot of retopology then definitely a plugin such as retopoflow would be the way to go, or try some of the external options. :)
regalame a miiiii algo broow
no, dont retopolgiez this way, use addons, save yourself sanity and time, having blender and not using addons is like not using 50% of what makes blender blender. blender is made by the community not only the main code but addons too. so yeah. there are many great free addons for retopo: retopoflow (free on github), miratools, retopoflow, speedretopo. just can use just one use any combination of them as part of your workflow.
It's good to learn as many workflows as possible as it can get you out of a corner in certain situations, but I would totally agree, if doing a lot of retopology definitely go with the specified tools, retopoflow would likely be my goto, but thanks for adding those other suggestions too. :)
Just buy "quadremesher" or use Zremesher for ZBrush - if u have ZBrush ofc ^^ Retopoly after creation of a highpoly model is a big mistake btw
What are you talking about, retopo after sculpting is an industry standard workflow when creating characters for example, zremesher is great for some uses but definitely have to manual retopo for most cases if you want good topology, even more so for animation, so no, retopology after highpoly model is not a big mistake, not by a long shot
@@giantswing3175 u gonna need a manual retopo anyway, but pros is creating a topology which is suitable for technical specifications but before the highpoly model, retopology after creating a highpolymodel is for noobs dude
I never build a high poly asset for a pc game but isn’t it better to have a lowpoly mesh first which can be uv unwrapped very easy before sculpting the high poly mesh which will be used to bake normal maps on the low poly mesh?
@@Krull0r don't say if you doesn't know I have 10 years of experience of creating aaa 3d models. Yeah u need to create lowpoly first and then highpoly for a games, but not the other way, there is some other non-gamedev tasks where u need to go the other way and this is where u gonna need an additional tools like zremesher or plugins. Manual retopo is a pain in the a**
@@PashaDefragzor Totally agree that if the automatic solution works, go with that! :D Especially if in a 3d asset pipeline that needs replicating a lot i.e. there's a load of assets to get through quickly. Though I think it's fair to keep in mind that almost always context is everything when analyzing the criteria by which conclusions of right and wrong can be drawn. Criteria usually divides into stuff like power of iteration/versatility vs creative freedom vs time constraints vs fun! So using texturing as an example, use a substance graph (for versatility and iteration) or just do some photobashing instead (quick and often easy). When would you say you turned to more auto retopo than manual retopo over those 10 years by the way?
To many shortcuts . Is there a way to learn them by taking shortcuts lol
Blander needs to develop more
of course! It'll never stop, there's loads planned... code.blender.org/2020/01/2020-blender-big-projects/ and lots more than is shown there too. :)
Or switch to Maya and use the auto-retopo of Maya 2020.