Simple UV Retopology using Geometry Nodes in Blender 4.0

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  • Опубліковано 6 бер 2024
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    If you have a clean UV map, retopology is easy! Marvelous Designer clothing is a classic case of having a funky mesh, but usually nice UVs. UV retopology is a standard workflow for clothing made in MD, but Blender hasn't had the option. But with Geometry Nodes, we can create it!
    This video shows a quick example of straightening out a UV map and then using Geometry Nodes to make a UV space mesh and transfer the World Space Position through it to a new mesh.
    I use the UV Toolkit addon in this video, but I realized after making it that its hard to find and the version I used may be paid only. It was Magic UV that comes with blender now. TexTools also has these features, but doesn't seem to have a blender 4.0 version yet. Many other UV addons also have these.
    UPDATE: Looks like there is a working version of Tex Tools for 4.0 here:
    github.com/franMarz/TexTools-...
    You can straighten loops with built in Align and Straighten commands, or by simply scaling. The Distribution command is available in the free version of UV Squares (Snap with Equal Distance):
    github.com/Radivarig/UvSquares
    Follow me on Twitter for lots of WIP posts and quick tips related to geometry nodes and modeling anime girls!
    / aversionreality
    www.aversionofreality.com/
    www.artstation.com/aversionof...
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КОМЕНТАРІ • 144

  • @EttoreB93
    @EttoreB93 2 місяці тому +12

    In latest news: Man fixes mesh topology using quantum physics

  • @CrispyGFX
    @CrispyGFX 2 місяці тому +98

    Brilliant. Anything that makes the nightmare of working in UV space more palatable is a huge win.

    • @oskars_l
      @oskars_l 2 місяці тому +6

      It still looks like a nightmare overhead 😂

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +10

      @@oskars_l Only gotta build the nodes once :)

  • @TaylorTheOtter
    @TaylorTheOtter Місяць тому +23

    I understood about 5-10% of that because I have barely begun with blender. But I'm glad to see that when I get to a level where I can understand this, such a detailed video will be waiting for me to help me forward in my learning process!

    • @aVersionOfReality
      @aVersionOfReality  Місяць тому +1

      Good luck with your blender journey! Let me know if you have questions.

    • @artisans8521
      @artisans8521 Місяць тому

      I hate nodes crap anyway. Not my piece if cake dude. If you can't model just do not do it.

  • @andrewsneacker1256
    @andrewsneacker1256 2 місяці тому +20

    I didnt know Bane from Batman universe was making blender tutorials!

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +10

      And he's making them For You

    • @andrewsneacker1256
      @andrewsneacker1256 2 місяці тому +2

      @@aVersionOfReality xD
      Great tutorials btw, and I love your voice!

    • @v-alfred
      @v-alfred 2 місяці тому +1

      ​@@andrewsneacker1256I was surprised aswell Bane is into girly dresses.. 💃👗

    • @natmarelnam4871
      @natmarelnam4871 2 місяці тому

      @@v-alfred "I see the girls walk by, dressed in their summer clothes... I have to turn away until my DARKNESS goes" - Even people in darkness like pretty girls and their pretty clothes. (Those are lyrics from a song BTW, in case you don't know).

  • @andrewfincher6072
    @andrewfincher6072 2 місяці тому +29

    I've been following you on and off for a few years now and every time i check back in you're reinventing a workflow people haven't questioned for years in a fun and creative way. Good stuff. Here's a random string of current zoomer slang to verify this isn't an ai comment: rizz zoomer gyatt skibidi gronk

  • @user-kr4rk1pv6e
    @user-kr4rk1pv6e 2 місяці тому +13

    Marvelous Designer also provides more gridlike quad output.

  • @vizdotlife
    @vizdotlife 2 місяці тому +1

    Thank you! I didn't know about this trick for Blender.

  • @KafujiSato
    @KafujiSato 2 місяці тому +1

    Geniusly done!

  • @MathyFey
    @MathyFey 2 місяці тому +2

    omg this is so awesome, thank you!

  • @auskaesq
    @auskaesq 19 днів тому +2

    This looks so promising, and exactly along the lines my poor naive expectations were coming into 3D. Thanks for the vid!

  • @sylorgy
    @sylorgy 2 місяці тому +37

    Literally 3 days ago I was thinking about how to unfold mesh based on it’s UV. Found only paid blender geonodes file and the next day you release this video. What a coincidence! Thank you, man

  • @Mediummotionmedia
    @Mediummotionmedia Місяць тому +2

    you've won a new subscriber because I just cant with retopology this will help so much thank you

  • @U8Kio
    @U8Kio 28 днів тому +1

    It's a great method and very simple, thank you. I also found an easy way to save the UV map without unwrapping the retopology.

  • @Overvolve
    @Overvolve 2 місяці тому +1

    Interesting video. I will use this information in the future. Thanks

  • @BecomingTL
    @BecomingTL 2 місяці тому +1

    amazing video and great explanations

  • @SahilKokwalia
    @SahilKokwalia 2 місяці тому +1

    Good to see you back, bud :D

  • @dexterdexter7923
    @dexterdexter7923 Місяць тому +1

    Youre a wizard! Amazing idea and thanks for sharing

  • @chrisgreenwell3404
    @chrisgreenwell3404 2 місяці тому +1

    That was pretty awesome :)

  • @grostbot
    @grostbot 2 місяці тому +1

    thank you so much for the video!

  • @Newemka
    @Newemka Місяць тому +1

    Thanks a lot! This is such a smart technique.

  • @GAGONMYCOREY
    @GAGONMYCOREY 2 місяці тому +9

    Great stuff, I would really like a follow up video for nonrectangular uv maps

  • @nvdss9599
    @nvdss9599 2 місяці тому +2

    welcome back boss

  • @KeelanJon
    @KeelanJon Місяць тому +2

    Great video, and an interesting approach to retopology. Seems akin to shrink wrap retopologising.

  • @umarcga7823
    @umarcga7823 2 місяці тому +1

    very professional solution

  • @idengifafict9737
    @idengifafict9737 2 місяці тому +2

    Wow nice work.

  • @eroc1944
    @eroc1944 2 місяці тому +3

    Lots of great tips from someone who knows what he is doing! Thank you!

  • @HRZN-xj9um
    @HRZN-xj9um 2 місяці тому +4

    It's the return of the Mack!

  • @charn-yinchen565
    @charn-yinchen565 2 місяці тому +2

    you're the goat. actually

  • @vicenteborges7781
    @vicenteborges7781 2 місяці тому +9

    Great exposition! This geonodes 'get-3d-position' from UV has a lot of future! In the blender conference presentation "Rigging With Geometry Nodes on "Wing It!" the presenter uses it to map a cartoon mouth to a character's face - It would be amazing to know more uses for it, like this one.

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +2

      Yup, its great for that too. If you scroll back in my twitter feed, you'll find me using it for hair and lots of face rigging. Everything is easier if you do it on a flat plane and then wrap into shape.

  • @Meshulator
    @Meshulator Місяць тому +1

    once I got it working, its pretty kool to watch it convert my old mesh.🎨🌩

  • @eitantal726
    @eitantal726 2 місяці тому +14

    Thank you, UA-cam algorithm, for bringing me here

  • @SymbolCymbals2356
    @SymbolCymbals2356 2 місяці тому +4

    Woah! Just a few days ago I was thinking about something exactly like this (plus a 3rd offset axis) not for retopology but for putting extra detail onto animated deforming meshes like cloth sims and/or armature meshes (for details such as the hem of a t-shirt, cuff of a jacket, or maybe as a way to more intuitively rig and animate clothing folds by hand)

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +2

      That is all possible. The third axis isn't difficult to set up. Stay tuned :)

  • @tciddados
    @tciddados 2 місяці тому +5

    A video on non-rectangular remeshing would be nice to see any gotchas on it, but I can see how it'd work anyway from this (since the rectangular usage is just an easier way to retopo, all that really matters is that the UV is used as a way to map the mesh to a continuous flat surface and you remash back from flat surface to original space). I'll definitely keep this in mind for future retopo stuff I need to do.

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому

      Yeah. Non-rectangular topo is a large topic, and I don't have a perfect solution (because afaik there isn't one, its just a matter of choosing the right pros/cons for your situation). I'll be talking a bit about it in the next video, which shows the retopo on the rest of this outfit.

  • @Rexxar582
    @Rexxar582 Місяць тому +1

    Never knew you could do this with geo nodes. Really awesome stuff, i wish someone would make an addon that does all this automatically. Retopo takes so much time man

    • @aVersionOfReality
      @aVersionOfReality  Місяць тому

      There are some nice quad remesher addons out there, but they are premium. This method could be automated more, but the problem is getting the UV islands squared. That process can be automated in some ways, but its hard to do properly on any arbitrary island without user input.

  • @deoclicianookssipinvieira5858
    @deoclicianookssipinvieira5858 2 місяці тому +1

    Thank you very much!

  • @user-iu3hy4qh9i
    @user-iu3hy4qh9i 2 місяці тому +3

    Just what I needed for my FPS gun skin project! Thanks a lot!

  • @FurryNonsense
    @FurryNonsense Місяць тому +45

    That thumbnail had everyone concerned 😂

    • @AMMAR0342
      @AMMAR0342 Місяць тому

      Haha 😂 yeah right

    • @Tix-Collecter
      @Tix-Collecter Місяць тому

      fr bro

    • @schmunzelndKatze
      @schmunzelndKatze Місяць тому +2

      imagine seeing that thumbnail and when you open the video, the first thing is a model in a skirt

  • @DarkerCry
    @DarkerCry 2 місяці тому +2

    Nice this looks much more accurate than just shrinkwrapping. Should make complicated clothing easier to retopo.

  • @leonardoromero4709
    @leonardoromero4709 2 місяці тому +1

    Amazing 🤯

  • @willanderson0
    @willanderson0 2 місяці тому +1

    this is excellent

  • @Tedeums
    @Tedeums 2 місяці тому +1

    Thank you very much for your, bro!!

  • @stoinercraft6389
    @stoinercraft6389 Місяць тому +1

    this is so cool

  • @StephenWebb1980
    @StephenWebb1980 Місяць тому +1

    new to blender, spent years in maya and I first saw this type of method in maya - so glad to see it's not too difficult to do in blender. sub'd [3d modeler / new subscriber to the channel pun lmao] thanks!

  • @GreenGuru23
    @GreenGuru23 Місяць тому +1

    sheeeesh.... Its flame! thnks

  • @thelaw3536
    @thelaw3536 2 місяці тому +1

    Legend!

  • @averiebrenner9747
    @averiebrenner9747 2 місяці тому +2

    Quick Tip. Marvelous Designer has a Retopo Section that does this. Retopo a Flat Object by Hand then it conforms with your Cloths Shape to the Original in 3D Space and you can Export it.

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +2

      Yup, it has various retopo tools. Its come a long way the last few years!

  • @iizneoO
    @iizneoO 2 місяці тому +2

    Jesus there's so much setup, but the results were amazing.

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +1

      That's pretty much geometry nodes in a nutshell, yeah 😆

    • @tciddados
      @tciddados 2 місяці тому +2

      fwiw, once you make the nodes, you can reuse them for other meshes, so it's something you've only gotta do once, at least.

    • @iizneoO
      @iizneoO 2 місяці тому +1

      @@tciddados Really? is it in some kind of library or is it just associated with your current blender file?

    • @IlLupoAC
      @IlLupoAC 2 місяці тому +1

      @@iizneoO You can append geometry nodes from the original blender file and use them in other projects :)

  • @gwentarinokripperinolkjdsf683
    @gwentarinokripperinolkjdsf683 2 місяці тому +1

    this technique can be useful for other things as well, for instance you could use this to add stickers to an object

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому

      You've already figured out where this is going next :)

  • @TikkaQrow
    @TikkaQrow 2 місяці тому +1

    Subscribed!
    I know squat about nodes in general (i do things the hard way)
    So this will be a good place to start learning XD (trying to get an SFM outfit i found game ready)
    16:35 Baking normal/height maps will fix that just fine XD

  • @visaac
    @visaac Місяць тому +3

    This is quite useful tutorial, not only for someone who uses CLO3D or MD, but also geonodes enjoyers and sculptors
    Nice, looking forward to learn more from you :)

  • @gyrfalcon23
    @gyrfalcon23 2 місяці тому +3

    have you seen the meshdatatransfer addon for blender? it lets you transfer mesh data through UV space, including shape data
    it's what I use for retopologizing my marvelous designer output :)

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +2

      Nice. I've seen some python scripts floating around over the years and I figure there was an addon for it somewhere by now.

  • @pankeczap
    @pankeczap 2 місяці тому +1

    10/10

  • @johnsmith56920
    @johnsmith56920 2 місяці тому +1

    Bravo, bravo bravo bravo and thank you. The thing I will try to do with this is to have the vertices ID or even Indexes following the U and V direction or even better to build a new attribute (vector of integers) like (0,0) etc where the first is the U indice and the second the V indice. That way we can select a "rectangle" on the mesh With this selection we can apply transformation using mathematical functions to edit the mesh without having to touch it. I have done the mathematical transformation part it's the selection part that is my problem. The result would be a procedural sculpting tool. If that talks to your depth jus tell me.

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +1

      If you use the Grid primitive in geonodes it'll come with a UV map that can be used for this!

    • @johnsmith56920
      @johnsmith56920 2 місяці тому +1

      @@aVersionOfReality Thanks. I am sure I don't know but I am sure I really want to do it so, I'll give it a try. If you had a tutorial for that, I'll love it.

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +1

      @@johnsmith56920 I think that or something similar will come up as I keep making videos about geonodes for modeling and character stuff.

  • @morninstar_lucifer
    @morninstar_lucifer 2 місяці тому +2

    goat

  • @Some_one11237
    @Some_one11237 Місяць тому +1

    "Simply" it's really a trick world in this video, maybe it's faster to retopo by hand

    • @aVersionOfReality
      @aVersionOfReality  Місяць тому +1

      For simple shapes it certainly would be. The more complex the mesh is (like with overlapped folds or layers) then the more methods like this help.

  • @klauscorleone3567
    @klauscorleone3567 Місяць тому +1

    Well ,There is a node call Sample UV Surface ,This is going to simplify your work!!

    • @aVersionOfReality
      @aVersionOfReality  Місяць тому

      Sample UV Surface is equivalent to setting both meshes to their UV position before Sampling Nearest Surface. Except it actually has a bunch of extra problems, including much worse performance in some cases, and will fail if certain conditions aren't met (which don't always matter), and means you can't see what you're doing. Maybe the performance will be fixed in the future, but for this sort of use case its not ideal. That's why I didn't mention it :)

  • @stresseddude
    @stresseddude 2 місяці тому +1

    Was hoping to conclude the normals stuff lol. This is good info tho

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому

      I got stuck sitting on that because of work, but I do want to finish it. Good news is that I have also looked into some real time solutions, and have been picking up how to implement something in Unity.

  • @channelname8623
    @channelname8623 2 місяці тому +2

    id be curious to see what quad remesher would have done vs this solution. do you have the original messed up topology blend file?

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +1

      Quad remesher creates the same sorts of topo as the Marvelous Designer auto topo. Its the same algorithm iirc. Of course, it depends on the settings too. But quad remesher is conscious of the area affected, which is why it won't give only a grid on things that aren't truly square (which the sleeve isn't in world space.)

  • @kamillatocha
    @kamillatocha 2 місяці тому +2

    its all good but if your cloth has alot of folds the detail will be list of the flow how the folds go

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +2

      Indeed. This is true of any retopo method. The solution is to manually place loops as needed instead of just using a grid.

  • @wynnhaze4966
    @wynnhaze4966 Місяць тому +2

    I am struggling with this. After adding and configuring the geometry nodes for the Retopo Output plane it becomes crumpled and does not seem to follow the original mesh at all. I feel like I followed the instructions precisely, but is there any suggestions you could give me for trying to make this work? I made sure to remove the referenced meshes on each of the Object Info nodes. I am currently using blender 4.1 and I have very little experience with geometry nodes.

    • @aVersionOfReality
      @aVersionOfReality  Місяць тому

      Check if you have any Transforms on your objects. If that's not it, my email is on my youtube About section, or you can DM me on twitter. Send the file and I'll let you know the issue 👍

  • @tetsuooshima832
    @tetsuooshima832 Місяць тому +1

    Alright I'm trying to keep up but it's not easy, I'm getting a straight line instead of a wrapped up mesh, can't find what I'm missing.
    I don't understand why you would change the flat mesh position (-0.500), in any case what's the difference with using Offset option on the Set Position node ?
    Why rotate the UVs to be in camera view when you could just hit 7 on the keyboard to get Top camera view ?
    In my case I don't have any MD mesh to import so I'm using a simplified leg mesh (no toes) or a cylinder so UVs are not straight rectangles
    Oh also I don't know if it's a 4.2 Alpha case but Split Edges worked perfect right away, adding sharp edges makes it as worse as if split edges wasn't there at all, very unexpected

    • @aVersionOfReality
      @aVersionOfReality  Місяць тому

      The offset is to center the origin point (useful for many operations like mirroring, or stuff in later videos.
      The rotation is so you can see it and your mesh lined up more easily. I think I said its not essential.
      Yeah that's probably a new feature. I'll check that.

  • @user-vo6fd6gg6i
    @user-vo6fd6gg6i Місяць тому +2

    I've never heard about UV retopology before, so it's like you take a flat surface to follow the original mesh and then use it as a retopologized mesh?

    • @aVersionOfReality
      @aVersionOfReality  Місяць тому

      You have mesh 1 with positions A and B (world and UV.) And you have mesh 2 with just position B. This lets you get mesh 1's A position transferred to mesh 2 via that shared space.

  • @nashonightmare
    @nashonightmare 2 місяці тому +1

    Can I use ZenUV addon on this. Because I already bought it back in the day.

  • @Dead_Last
    @Dead_Last 2 місяці тому +1

    Textools exists for 4.0 but from a differrent githib repo

  • @Ambaryerno
    @Ambaryerno Місяць тому +1

    So what do you do about the actual UV map for the textures? Won't turning it into a rectangle like that cause distortion?

    • @aVersionOfReality
      @aVersionOfReality  Місяць тому

      Indeed it would! But you can have multiple UV maps. Use a second one for retopo, or even just a geonodes attribute. Also note that you don't necessarily need a UV map like this on the final geo, just on what you are retopoing.

    • @Ambaryerno
      @Ambaryerno Місяць тому +1

      @@aVersionOfReality Maybe use a Data Transfer modifier to copy the UVs over from the original template model.
      I may have to give this a try. I'm working on some stuff now that I modeled using the grid method to get my measurements, and cutting the patterns out made a mess of tris and ngons. :-P

    • @aVersionOfReality
      @aVersionOfReality  Місяць тому

      @@Ambaryerno Yeah Data transfer should work fine, but may need some cleanup on the edges of the UV islands.

  • @Arraydeess
    @Arraydeess Місяць тому +2

    0:47 Woah there

  • @eitantal726
    @eitantal726 2 місяці тому +1

    How is it better than shrink-wrapping a cylinder?

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому

      Loop spacing, quicker to make adjustments or add in other loops. And if you want anything more complex, it quickly pulls ahead even more.

  • @soirema
    @soirema 2 місяці тому +1

    5:25 actuall start

  • @supportwaifu
    @supportwaifu 2 місяці тому +1

    I just paid someone 70 Euro to retopo an item and I got it back with zero resolution retainment or stylization; if this came out just 2 days sooner I would've just done this method and retained all that information that is lost. The upside is the retop'd version I received is a good source transfer to my original mesh for weights and vertex groups though.

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +1

      Ain't that the way of things 😅

    • @supportwaifu
      @supportwaifu 2 місяці тому

      @@aVersionOfReality Would the workflow change, or what would change if you were trying to respect an existing UV already and simply just wanted to retopo?

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +1

      @@supportwaifu It depends on the UV really. You can copy the UV and retopo based on a different UV map entirely if needed.

  • @NickTriccc
    @NickTriccc Місяць тому +1

    Holy sh*t, please make this an addon

    • @aVersionOfReality
      @aVersionOfReality  Місяць тому +1

      Its just a couple nodes, you don't need an addon. But I am thinking about making an addon to make things easier to setup once I've got some more stuff like this put together.

  • @conrad6071
    @conrad6071 2 місяці тому +1

    I think this technique can be used to make re-topology for anime style hair

  • @mrbluelynxchannel5207
    @mrbluelynxchannel5207 2 місяці тому +1

    Change Thumbnail to Pretty girl!
    I didn't click for a while because I didn't understand your thumbnail.
    then I hovered my mouse over it and saw pretty girl.
    And now I'M HERE!

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому +1

      Pretty girl isn't done though XD But I'll keep in mind for future thumbnails

  • @myrminki
    @myrminki 2 місяці тому +1

    Witchcrafty!!!

  • @SebastianDecilia
    @SebastianDecilia 2 місяці тому +1

    Quad remesher? 🤷

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому

      Often does most of the job, but still needs adjustments. Can quad remesh in UV space too.

  • @sephtv2759
    @sephtv2759 Місяць тому

    Interesting approach, however if you're using marvelous designer the first half of the video seems kinda pointless when you can just unfold the patterns and export them as flat planes, unless I'm missing something.

    • @aVersionOfReality
      @aVersionOfReality  Місяць тому +1

      MD is just an example. There's lots of cases where you may want this process that isn't specifically MD.

  • @bhosaleshubham301
    @bhosaleshubham301 2 місяці тому +1

    its great but you can use surface deform modifer also its simple

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому

      We can make a better version of Surface Deform with geonodes too!

  • @WannabeMarysue
    @WannabeMarysue 2 місяці тому +1

    first

  • @Azzazel_
    @Azzazel_ Місяць тому +1

    Zbrush: slice polyloops>zremesher keepgroups, 2 or 3 seconds at max for the whole "operation"

  • @topcat5233
    @topcat5233 Місяць тому

    i know what i saw in that thumbnail.

  • @kowy_m
    @kowy_m Місяць тому +1

    cool to see but it's too much effort

    • @aVersionOfReality
      @aVersionOfReality  Місяць тому +1

      Hello Frey. Did you know I built the scene you have as your channel banner? XD

  • @googleyoutubechannel8554
    @googleyoutubechannel8554 2 місяці тому

    Why does this have to be done by hand, it looks like you're following something that could be basically be an algorithm, it seems like a huge waste of time that this isn't automatic and built-in functionality.

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому

      There are some existing algorithms like quad remesh, or the one that created the sort of topo I'm starting with. For some things those do the job just fine. It depends how much control you want/need.

  • @HalkerVeil
    @HalkerVeil 2 місяці тому

    3 minutes in I'm already done with this.
    It's 2024. Why is AI not handling this for us?

    • @aVersionOfReality
      @aVersionOfReality  2 місяці тому

      Because nobody has devved the tool yet I guess? And while AI retopo is going to be great I'm sure, it won't necessarily solve some fundamental problems. You still need to know what topo you actually want. We already have lots of forms of algorithmic retopo that aren't ideal because the problem is design, not automation. AI won't necessarily solve this issue as its just a fancier way to automate.