Grant, I'm not compleatly sure but most probably you might just be best blender teacher ever, your way of explaining is flawless and can be undstood just by watching onece, thank you
I'm 2 months into Blender, clocking as many hours as possible, watching multitude of tutorials etc, by far the best has been Mr. Grant and secondly Mr. Andrew, the donut guru, not to rank anyone etc but these 2 gentlemen have the patience and calm approach of describing each step that is critical for a beginner development. Blessing to them both
I recently bought Grants character course. I actually only bought it to support him since the channel is filled with free quality tutorials already. Before watching the course videos I thought most of the content is already well covered by this UA-cam channel, but I really enjoyed watching it and I learned a lot of new things that helped me speed up my work flow. So I can highly recommend it 5/5.
Thank you so much, you fixed a problem I had that nobody else talked about. My mesh kept going inside my sculpture even tho I used the modifier, its just that nobody else went into depth to explain how the modifier actually works.
I think its good to learn how to retopologize from start to finish by hand, it teaches you the intricacies of how things work and how to think about retopologizing, but once you've done it once no thanks! I'm a big fan of a free addon called speedretopo that automates or streamlines a lot of the process for you; its not as robust as say retopoflow or what have you, but it does what I need!
Look here. I consider myself an advanced Blender user so I know everything you're saying but dang it if I don't keep coming back to that soothing voice! ASMR? More like Grant Abbitt Tutorials! Keep em coming! Legend.
Perfect timing, as I finally started on Zbrush, it's about time I sit down to retopo and get used to the workflow and into SP too, so this is brilliant. Cheers Grant.
I have never been able to use the Shrinkwrap modifier correctly because it would always snap my topology all over in weird places. Turns out all this time the main culprit was the unapplied rotation of that first plane that I flipped on the 90 degrees in object mode. Now it works just fine. The ultimate Blender Chad Grant Strikes again!
Thanks for this tutorial, I needed a refresher after not really keeping up with all the changes that have come about since the interface changed with 2.8X series. Another alternative to method to get your model to draw in front of your sculpt object is to go to object properties tab and check the 'in front' option on the viewport display drop down.
I watched your old video about retopology, but it's a bit confusing because it was using old version of blender. thankfully! you made a new video about this. Thanks shifu!
Wonderful have been looking up tuts on retopology.....but don't have the sculpted dragon...it would be immensely helpful if you gave a link to the dragon sculpt file...so that I could simply jump to retopology section and start modeling.thankyou
Huh, I never thought about using shrinkwrap for this; I just use "In Front" (in the object buttons / viewport display) and "Hidden Wire" (in the overlays dropdown wen in edit mode) together to get the retopo objects wires with the sculpt mesh showing through otherwise. I did bind toggling them to keys which helps too, tho.
02:30 THANK YOU !!!!!!!!!!!!!!!!!!!! God I have been waiting for this moment for a year ! I haven't seen ANY video talking about that "after retopo" workflow. I never dig that sculpt thing because I was wondering what was the use to retopology when you lose lots and lots of details. I could never understand how big my "retopo faces" should be because I tried to save the details... Gosh.
Really excited about this series of tutorials! I've been struggling with retopology for a very long time because I haven't found any decent tutorials and it's difficult for me to determine if what I'm doing is actually good. Keep up the great videos, Grant!
Heard about Repology, but didn't know what it is (and I've been dealing with 3D graphics since January this year), thanks Abbit for learning this definition and the overall tutorial of this dragon head :D
Awesome! Been taking your blender game character course on Udemy and the retopology section was rather disappointing because it didn't teach the proper method. It was more of a rushed solution. Glad you made this video to rectify that. Looking forward to the next video already!
yeah i would say these are more advanced techniques so not really suitable for the course completely but maybe i should put in a link to this video within the course also :)
Oh thanks was waiting exactly for this! Made a really over high poly sculpture (following one of your older tut's) which almost melted my laptop.. And Got really confuted about retopo vs decimate modifier vs re mesh. So this answers most of my questions. Also can't wait for the next episodes about the baking of maps and so forth - really got lost with those Thanks again, you channel is pure gold :)
Grant, try go into preferences, theme settings, scroll down to size, of vertix, standard 2pixels, set it higher . . it makes vertix points bigger, so they are easier to see, on surface, of 3D stuff . . . Also, one can enable ' wireframe ' in Object properties, right above Modifier wrench section, when enabling the wireframe in viewport, the high-poly also gets shown . . notice, when increasing size of vertix, they gain more volume, so they stick out, and are easier to see, on the retopos . .
@love dude I think the advantage is precise control and a lower poly model. You can decide how big of a poly you can put in a place. Automatic software cannot judge what is imortant section and what is less imortant. They work based on detail. But you might have a detail on the neck for example, skin scar veins, but you can represent it with a tube and bake the details to a texture. An automatic solution might judge it as detailful and not reduce it to a tube just a bumpy tube with a lot of poly still. While you are doing it manually you can say ok this is not important part, will be less seen, you can just use large chunks of polygons. This is one of the keypoints why I'm interested in UE5, they said polycount no longer matters, you can use your high poly model and the engine will reduce it on the fly as needed. This would mean you no longer need to bake details or retopo, just make your model and throw it in. Of course we see it when we see it. I suspect these tutorials will be a key learning point for a looong time.. 😁
you are just awesome 🎉I was facing problem more than 2 years 😢but you solve that enjust 5 minutes. How??😅 from today you are my teacher. please told me can I do anything for you teacher ❤
CG geek said in one of his vids of character making that we have to enable Backface curling, Project individual elements and align rotation in snapping settings
As you go thru this course, can you speak to why you chose a cavity map over an AO to bake? They are applied almost identically, though the AO's are shown to be added with a multiply mixRBG not overlay... I've started to appreciate the AO because of my work in UE4 rendering animations (someday to be a short film...) ty for any upcoming quenching of my derpyness. Ty for sharing any knowledge that makes Blender less obtuse.
Amazing work there as usual. Hey Grant, I was playing around with some alpha brushes the other day (GTX 1060 6Gb here) and it seems like my current GPU is too weak for that kind of modelling. I was wondering if there is a way to avoid subdividing the whole mesh and instead using some kind of adaptive subdivision locally when using alpha brush with high amount of details. Is there any work around for that kind of issue with my current GPU? Any advice on that? I appreciate the time you take to read and, hopefully, answer this one.
Thanks for all the great tutorials! Just putting a wish out for a realistic human face model and texturing tutorial. :) Where the final render is super photo realistic face (best case with hair). :) I'd be happy to pay for a tutorial like that.
can i 'bake' a sculpture (something thats 1 million tri's) all the way down to 30,000 tri's (like you said in a video) than continue 'baking' that high poly figure down some more until it's low poly? (from 30,000 to 900 tri's)
Hello, if I understand correctly the retopology is necessary when you want to animate your sculpt? If I make a retopology on my sculptures I could animate with rig of course but could I also with this new mesh print the sculpture
Loved the video. Its the video i needed for months... But my question still stands- Can i do these with my decent laptop that has no good graphics card with/without some changes?
You can try :) might want to decimate modifier the original sculpt for better system performance, just be careful from going too low with the decimate else the shape may deform
New to blender and I just had a quick question / idea. I know this video is 1yr old, with that said. Today's gaming consoles and PCs are able to display a lot more triangles on screen does this change how modeling would be done today. Do you have to still try to reduce the triangle count drastically like you would have before? For example UE5 and it's nanite tech.
First let me say a huge Thank you to all of you that do these kinds of videos, especially for amateurs like me that just want to do stuff without any financial gain out of it... just for fun! Your guides are awesome and they have helped me so much in learning things about blender which i can't find anywhere else! So.. Thank You!!! Secondly, i have a question if you don't mind answering. I recently sculpted a goblin head (first time trying sculpting in general, and in blender specifically). I tried to paint it. it was a bit of a mess but it came out ok. I wanted to try texture painting on it. I am not gonna put it in an animation or game. Just to render the image to have it for myself. Do I need to retopo it in order for the texture painting to work or I can do it as it is? @1:50 you talk about the decimator modifier. Will this be anough for me?
How do you feel about some of the guided automation tools for retopology? Some allow specifying edge flow guidance etc. It would be great to automate this if possible. :)
hi im having an issue of when creating an new mesh to do other loops in different areas, im not able to merge vertices to the other loops to become one mesh. can anyone help please? they are all in the same group as its under the same selection when i select one. and if i go edit mode everything is selected.
@@grabbitt when you creating a new plane to go around the horn in the begining. and then you connected the seperate new plane with the one next to the eye. in my case the plane which was added by duplicating is unable to merge its vertices with the ones from the original copy of mesh. its not merging to one mesh and i have a loop around the horn which is unable to connect to my other mesh.
how is that with blender unit scale to unreal etc. i have the following scenario. i import a rsm file ( ragnarok online model files) and they are HUGE in blender , i guess like 10 times . i scaled them down according to a 2m tall dummy cube. this scale works in unreal , ofcourse. but when i model that small i have to zoom in so close that i cannot move the editor camera anymore. So now i set my blender unit scale to 0.1 ... how do i export it properly ?
Grant, I'm not compleatly sure but most probably you might just be best blender teacher ever, your way of explaining is flawless and can be undstood just by watching onece, thank you
I think he used to be a teacher. Well, still is, obviously. But pre UA-cam 😀🙏🏼
I always wondered what wizardry was going on when I watch people do this to sculptures. Thanks for the guide :)
Unfortunately no wizardry, just tedious work :(
@@IGarrettI Sculpting is fun, Retopology is masochism.
@@gavabundo_0072 usually because one doesn't understand it. Once you do, it's either like meditation or just boring; depends on the person !
I absolutely loved when you admitted that someone else could know more than you
I'm 2 months into Blender, clocking as many hours as possible, watching multitude of tutorials etc, by far the best has been Mr. Grant and secondly Mr. Andrew, the donut guru, not to rank anyone etc but these 2 gentlemen have the patience and calm approach of describing each step that is critical for a beginner development. Blessing to them both
I recently bought Grants character course. I actually only bought it to support him since the channel is filled with free quality tutorials already. Before watching the course videos I thought most of the content is already well covered by this UA-cam channel, but I really enjoyed watching it and I learned a lot of new things that helped me speed up my work flow. So I can highly recommend it 5/5.
Thanks :)
This is the most clear introduction to retopology on the web. Others are just hurrying through, whilst this explains everything in loads of detail.
How are you sooooo good at using blender??? this man deserves a LOT more subs.
Try his character course from his website!
Worth every penny! I'm about 60% through and it's already paid for itself several times over.
Any noob can understand the complex process as Grant's teaching and explanation is flawless so far. Many many thanks to you for this tutorial.
For every serious problem I face you have an awesome video tutorial already made, I'll have to give you something back.
thank you for making it easy to understand and not feel like important things like these are secrets.
Thank you so much, you fixed a problem I had that nobody else talked about. My mesh kept going inside my sculpture even tho I used the modifier, its just that nobody else went into depth to explain how the modifier actually works.
Been looking for this step by step sculpting workflow for a while now. Much appreciated!
I think its good to learn how to retopologize from start to finish by hand, it teaches you the intricacies of how things work and how to think about retopologizing, but once you've done it once no thanks! I'm a big fan of a free addon called speedretopo that automates or streamlines a lot of the process for you; its not as robust as say retopoflow or what have you, but it does what I need!
Been struggling with this for a few weeks, this guide is so helpful - thank you
Great! Finally there is a Detailed Retopology series to enjoy. Thanks a lot , Grant.
Look here. I consider myself an advanced Blender user so I know everything you're saying but dang it if I don't keep coming back to that soothing voice! ASMR? More like Grant Abbitt Tutorials! Keep em coming! Legend.
Perfect timing, as I finally started on Zbrush, it's about time I sit down to retopo and get used to the workflow and into SP too, so this is brilliant. Cheers Grant.
Thanks Grant! I always wanted a detailed retopology tutorial!
Your teaching skill is incredible!
I have never been able to use the Shrinkwrap modifier correctly because it would always snap my topology all over in weird places. Turns out all this time the main culprit was the unapplied rotation of that first plane that I flipped on the 90 degrees in object mode. Now it works just fine. The ultimate Blender Chad Grant Strikes again!
Keep on doing what you do, we all appreciate you and your work ❤️
i'm ready for retopology, let's complete another Grant's serie!!
Thanks for this tutorial, I needed a refresher after not really keeping up with all the changes that have come about since the interface changed with 2.8X series. Another alternative to method to get your model to draw in front of your sculpt object is to go to object properties tab and check the 'in front' option on the viewport display drop down.
Really good video, you go into detail on stuff so well.
thank you, thank you, thank you Grant Abbitt
Thank you! Incredibly helpful and informative, as always!
Hey I was just wishing for a retopology guide in the newer versions of Blender when this video came out. Thanks Grant you absolute mind reader
I watched your old video about retopology, but it's a bit confusing because it was using old version of blender. thankfully! you made a new video about this. Thanks shifu!
Yes! Thanks so much for making this an in depth series! Can't wait for it all to come out ☺
Amazing video! Can't wait to see the rest of the series!
Awesome! Can't wait for the cavity map process!
Man I just want to quit my job and follow your courses all day.
Finished your course, left a review saying I was going on to study retopology, and here's a guide! Thanks :D.
You continue to create absolute gold. Have bought you dragon sculpting course. Keep the good work Grant!
😀
This was one hell of a complete understandable explanation! I kinda knew why retopo was used.. this made it all just click!
Wonderful have been looking up tuts on retopology.....but don't have the sculpted dragon...it would be immensely helpful if you gave a link to the dragon sculpt file...so that I could simply jump to retopology section and start modeling.thankyou
Huh, I never thought about using shrinkwrap for this; I just use "In Front" (in the object buttons / viewport display) and "Hidden Wire" (in the overlays dropdown wen in edit mode) together to get the retopo objects wires with the sculpt mesh showing through otherwise.
I did bind toggling them to keys which helps too, tho.
02:30 THANK YOU !!!!!!!!!!!!!!!!!!!!
God I have been waiting for this moment for a year ! I haven't seen ANY video talking about that "after retopo" workflow.
I never dig that sculpt thing because I was wondering what was the use to retopology when you lose lots and lots of details.
I could never understand how big my "retopo faces" should be because I tried to save the details... Gosh.
You can be the 3d modeller for Hollywood movies because you are the best 3d artist
Thank you so much Grant.
Really excited about this series of tutorials! I've been struggling with retopology for a very long time because I haven't found any decent tutorials and it's difficult for me to determine if what I'm doing is actually good. Keep up the great videos, Grant!
You might want to check out danny mac’s videos too where he retopo a human body
brilliant and fun to listen too.
thanks mate !
Heard about Repology, but didn't know what it is (and I've been dealing with 3D graphics since January this year), thanks Abbit for learning this definition and the overall tutorial of this dragon head :D
Awesome! Been taking your blender game character course on Udemy and the retopology section was rather disappointing because it didn't teach the proper method. It was more of a rushed solution. Glad you made this video to rectify that. Looking forward to the next video already!
yeah i would say these are more advanced techniques so not really suitable for the course completely but maybe i should put in a link to this video within the course also :)
if you don't know, switching between vertix, line and, plane mode, is button 1, 2, 3 on keyboard, makes retopo faster . .
I love it! Thanks, always can count on you for great tuts grant
Thanks Grant your are the man.
Thanks for this series sir... Really appreciate it
Thaaaank you for this. I will watch it later or at uni
Thank you for making this tutorial, seriously!
Oh thanks was waiting exactly for this! Made a really over high poly sculpture (following one of your older tut's) which almost melted my laptop..
And Got really confuted about retopo vs decimate modifier vs re mesh. So this answers most of my questions.
Also can't wait for the next episodes about the baking of maps and so forth - really got lost with those
Thanks again, you channel is pure gold :)
You can decimate the high poly sculpt a bit to increase performance when retopoing
@@andre_kirey Ill try on my next sculpt thanks
great one - im waiting for next one!
Grant, try go into preferences, theme settings, scroll down to size, of vertix, standard 2pixels, set it higher . . it makes vertix points bigger, so they are easier to see, on surface, of 3D stuff . . .
Also, one can enable ' wireframe ' in Object properties, right above Modifier wrench section, when enabling the wireframe in viewport, the high-poly also gets shown . .
notice, when increasing size of vertix, they gain more volume, so they stick out, and are easier to see, on the retopos . .
This is what I was looking for.... thanks a lot grant ✌️👍
You explain very well!
Well explained, thank you! At the end you may explore automatic options too, just to compare the results, this seems like a LOT of work :D
@love dude I think the advantage is precise control and a lower poly model. You can decide how big of a poly you can put in a place. Automatic software cannot judge what is imortant section and what is less imortant. They work based on detail. But you might have a detail on the neck for example, skin scar veins, but you can represent it with a tube and bake the details to a texture. An automatic solution might judge it as detailful and not reduce it to a tube just a bumpy tube with a lot of poly still.
While you are doing it manually you can say ok this is not important part, will be less seen, you can just use large chunks of polygons.
This is one of the keypoints why I'm interested in UE5, they said polycount no longer matters, you can use your high poly model and the engine will reduce it on the fly as needed. This would mean you no longer need to bake details or retopo, just make your model and throw it in. Of course we see it when we see it. I suspect these tutorials will be a key learning point for a looong time.. 😁
@@LaszloIvanyi only for static meshes. Plus, retopologized meshes are better for animating.
thanks a lot for this tutorial! it was very helpful.
you are just awesome 🎉I was facing problem more than 2 years 😢but you solve that enjust 5 minutes. How??😅
from today you are my teacher. please told me can I do anything for you teacher ❤
Very nice, i can wait next video, good job keep going and good luck with your next projects!!!!
CG geek said in one of his vids of character making that we have to enable Backface curling, Project individual elements and align rotation in snapping settings
Yeah back have culling isn't necessary but can help
@@grabbitt also if you don't mind can you like just briefly tell how backface curling works?
As you go thru this course, can you speak to why you chose a cavity map over an AO to bake? They are applied almost identically, though the AO's are shown to be added with a multiply mixRBG not overlay... I've started to appreciate the AO because of my work in UE4 rendering animations (someday to be a short film...) ty for any upcoming quenching of my derpyness. Ty for sharing any knowledge that makes Blender less obtuse.
Grant, please make a series about making a. architecture ( a mansion, castle ), or a vehicle, a car, a boat, or a plane . . .
Great video. So informative.
This is exactly what I need right now. I look forward to this series!
Amazing work there as usual. Hey Grant, I was playing around with some alpha brushes the other day (GTX 1060 6Gb here) and it seems like my current GPU is too weak for that kind of modelling. I was wondering if there is a way to avoid subdividing the whole mesh and instead using some kind of adaptive subdivision locally when using alpha brush with high amount of details. Is there any work around for that kind of issue with my current GPU? Any advice on that? I appreciate the time you take to read and, hopefully, answer this one.
its your cpu not gpu when doing this thats important
@@grabbitt appreciate your reply, Grant. amd fx 8350 is the one I have atm, not the worst one, but it is kind of old already.
ur a wizard grant abbit
Thanks for all the great tutorials! Just putting a wish out for a realistic human face model and texturing tutorial. :) Where the final render is super photo realistic face (best case with hair). :) I'd be happy to pay for a tutorial like that.
I haven’t been sculpting at all in a while yet I watched this during dinner
When is the next video coming out. Cant wait
probably monday
can i 'bake' a sculpture (something thats 1 million tri's) all the way down to 30,000 tri's (like you said in a video) than continue 'baking' that high poly figure down some more until it's low poly? (from 30,000 to 900 tri's)
thank you.
You don't do it in stages you just go straight from the high poly to low
Thank you! I always wanted to know what to do after you done retopologizing or how do you go about making the topology "even" all around
i talk about that in the next video :)
Love your work!
Hello, if I understand correctly the retopology is necessary when you want to animate your sculpt? If I make a retopology on my sculptures I could animate with rig of course but could I also with this new mesh print the sculpture
Yes
@@grabbitt okay thank you
Loved the video.
Its the video i needed for months...
But my question still stands-
Can i do these with my decent laptop that has no good graphics card with/without some changes?
You can try :) might want to decimate modifier the original sculpt for better system performance, just be careful from going too low with the decimate else the shape may deform
@@andre_kirey thanks... I'll keep that in mind
Before starting the retopology, how did you reduce the mesh at 3:50? It looks that is not the same detailed as the beginning
decimate
A little help. Eveytime i exit the sculpt mode all of the fine brush details fet removed from the mesh (scales etc) idk what I'm doing wrong.
It's just the preview option I believe
Master Thank you!
New to blender and I just had a quick question / idea. I know this video is 1yr old, with that said. Today's gaming consoles and PCs are able to display a lot more triangles on screen does this change how modeling would be done today. Do you have to still try to reduce the triangle count drastically like you would have before? For example UE5 and it's nanite tech.
Not yet but eventually
perfect timing!
First let me say a huge Thank you to all of you that do these kinds of videos, especially for amateurs like me that just want to do stuff without any financial gain out of it... just for fun! Your guides are awesome and they have helped me so much in learning things about blender which i can't find anywhere else! So.. Thank You!!!
Secondly, i have a question if you don't mind answering. I recently sculpted a goblin head (first time trying sculpting in general, and in blender specifically). I tried to paint it. it was a bit of a mess but it came out ok. I wanted to try texture painting on it. I am not gonna put it in an animation or game. Just to render the image to have it for myself. Do I need to retopo it in order for the texture painting to work or I can do it as it is? @1:50 you talk about the decimator modifier. Will this be anough for me?
yes you need to retopo. the better hte retopo the easier it is to paint
Does anyone else actually enjoy manually retopologizing? It's almost like putting a puzzle together by combining good flow with accurate vertices.
Will you use cage to bake?
I don't know which snap mode to use: inside or outside
Nice work
i dont actually know the difference with this so i assume outside
How do you feel about some of the guided automation tools for retopology? Some allow specifying edge flow guidance etc. It would be great to automate this if possible. :)
yeah they can be very useful
Is there any chance that the character course goes on sale again?
It may occasionally appear bundled with other courses
I'm lost at 3:30 when you instantly have a smooth dragon head to retopologies on could someone explain how he got to that point.
I'm not sure what you mean
It's the same dragon head but the multires level view is set to 0 (You can see it in the modifiers)
Hello, thanks for the series of video, it's very helpfull !! Are you using the addon Bsurface for retopo? I heard it's a nice addon.. :)
no just basic blender
Hey Gran, what about to do it with quad mesher?
as a Addon
Not used it myself
Great tutorial as always! Do you still teach at Suffolk One?
yes at the moment :)
Is there a way to pose models in blender? I made a hand but can't pose the fingers
there is a pose brush
thankyou for the guide, im new
hi im having an issue of when creating an new mesh to do other loops in different areas, im not able to merge vertices to the other loops to become one mesh. can anyone help please? they are all in the same group as its under the same selection when i select one. and if i go edit mode everything is selected.
Difficult to understand the issue
@@grabbitt when you creating a new plane to go around the horn in the begining. and then you connected the seperate new plane with the one next to the eye. in my case the plane which was added by duplicating is unable to merge its vertices with the ones from the original copy of mesh. its not merging to one mesh and i have a loop around the horn which is unable to connect to my other mesh.
Hello Grant (Again). Do you think i can still do your beginners course to blender 2.8 in blender 2.9?
yes very little has changed and i will update the course where needed
@@grabbitt thanks
is there any tool like the quad draw tool from Maya in Blender?
retopoflow
how is that with blender unit scale to unreal etc. i have the following scenario. i import a rsm file ( ragnarok online model files) and they are HUGE in blender , i guess like 10 times . i scaled them down according to a 2m tall dummy cube. this scale works in unreal , ofcourse. but when i model that small i have to zoom in so close that i cannot move the editor camera anymore.
So now i set my blender unit scale to 0.1 ... how do i export it properly ?
i dont do a lot of this so im not completely sure
How sad !
But now you have a “fun“ thing to do in case you ever run out of more fun things to do !
Me when grant says there may be someone who knows more than him:
*Impossible*
My thoughts exactly
But if you just want to 3D print the Mesh of (example) 4 million polygons, do you still need to perform the Retopology or is it not necessary??
No.
@@grabbitt Ah ok, perfect. Thank you.
Should such a dragon not be modeled with his mouth open, for use in games or movies?
Yes
Sir can I know your pc specs in which you use your blender software...
ryazen 3700 and rtx2080ti
thanks!
face nearest or face project in snapping options?
I cant actually fully remember as i leave it on default by theoretically project makes the most sense, i think