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Blender 2.9 Multires Sculpting Tutorial

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  • Опубліковано 12 сер 2024
  • In this Blender 2.9 tutorial I show you how to use the Multires Modifier for Sculpting. As an example I use the axe model and add the bandages using the multiresolution modifier.
    First I add a cylinder to create the basemesh. The I appned th multires modifier to the object and increase the subdivision level to 5, to create a high resolution.
    The advantage of the multires modifier when comparing it to the voxel remesh workflow is, that it is non-destructive. The low poly basemesh can be reused and there is a new option called Sculpt base mesh. When you check this, you can change the topology of the mesh in higher subdivion level but the base mesh is adjusted as well.
    Another possibility is to sculpt the mesh at a higher subdicion level and then press "Apply Base" to apply the changes you made to the topology to the base mesh.
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КОМЕНТАРІ • 93

  • @gloriouslumi
    @gloriouslumi 3 роки тому +27

    You can also just use the "Apply Base" function to update the base mesh vertex info once you are done sculpting instead of using the "Sculpt Base Mesh" function.
    I've been loving the new Multires, but what I still haven't been able to figure out is how "Rebuild Subdivisions" works. I was under the impression that it would allow us to unsubdivide previously subdivided meshes, like those imported from Zbrush.

    • @JayAnAm
      @JayAnAm  3 роки тому +6

      Hi and thx for the input. For the "Rebuild Subdivisions": This is my information as well, importing high poly meshes from other tools and kind of rebuild an at least mid-poly mesh - but I will take a closer look at it.

    • @piorism
      @piorism 3 роки тому +9

      Rebuild Subdivisions definitely works as intended as of 2.9. The way it works is that you need to to add the multires modifier to the raw highres model you want to unsubdivide (which is counter intuitive, but that's how it operates), and then press unsubdivide as many times as needed. You end up with a model with all the levels restored, even all the way to lvl0, and the modifier driving them. And then you can do things like unwrapping the level0, painting textures based on these UVs, and so on. Extremely powerful (even more so than the Zbrush implementation, actually).
      Edit : 2.9.1 to be exact.

    • @JayAnAm
      @JayAnAm  3 роки тому +5

      @@piorism Yes, just did this for a mesh I created with 3D-Coat, pretty good result - video will follow:-) Thx for the input.

    • @piorism
      @piorism 3 роки тому +2

      @@JayAnAm Yeah, it really is great. One thing I find it really useful for is dealing with highres models that have build with all kind of effects (bevel modifier, creased edges, and so on). Instead of keeping all these exotic modifier stacks setups, the models can just be made raw meshes and then unubdivided and kept that way, with an active multires modifier. It keeps things light and universal.

    • @gloriouslumi
      @gloriouslumi 3 роки тому +1

      @@piorism That's odd, because I have tried this numerous times with different meshes and it has failed every time, even after subdividing it myself first.

  • @SoyalicSinan
    @SoyalicSinan 3 роки тому +8

    Nice tips. For more procedural approach a shrink wrap modifier + solidfy would work well for this situation.

  • @MelvilleG
    @MelvilleG 3 роки тому +19

    Who could have dreamed about Zbrush-like sculpting within Blender some 15 years ago?..

    • @JayAnAm
      @JayAnAm  3 роки тому +7

      And now it's real... even better.

    • @justsomegirlwithamustache3391
      @justsomegirlwithamustache3391 3 роки тому +6

      I'm sure if pablo doesn't quit that in 2-3 years from now zbrush owners woud dream about blender-like sculpting in z-brush(ex displacement and normal maps sculpting, eevee sculpting without performance penalty ,volume sculpting,phyisically based hair and particle brushes) all in the scope of this mad man

    • @nimosaid3661
      @nimosaid3661 3 роки тому

      @@justsomegirlwithamustache3391 ,

    • @rodolfoxavierneto6667
      @rodolfoxavierneto6667 3 роки тому

      @@justsomegirlwithamustache3391 bruh he has a entire planet loving him for his work, no money can pay that :B

  • @guvencilter
    @guvencilter 3 роки тому +6

    Teşekkürler. I'm from Turkey. I love watching you.

  • @jamjars5444
    @jamjars5444 2 роки тому

    Very good tutorial as always Jayanam - even just for the tip on affecting the selected topology ONLY is invaluable. Thanls a lot man

  • @Shiruvan
    @Shiruvan 3 роки тому +5

    I'm still struggling with poor performance when sculpting in blender, but I think the limiting condition tells me there's something wrong with how I work the mesh, and maybe in general, blender should have memory limit warning or some sort of it specially on the remesh part. I know it's just user's practice in caution to start with remesh/other high poly procedures by lower resolution, but one slip of a setting isn't all that uncommon too, crashing even a decent PC.

  • @MarkOfArgyll
    @MarkOfArgyll 3 роки тому +2

    Thanks for another great video, nice and easy to understand.

  • @Plrang
    @Plrang 3 роки тому +2

    11 years of waiting, not that bad

  • @MarkOfArgyll
    @MarkOfArgyll 3 роки тому +5

    One question that I can think of, and I suspect that others may benefit from knowing this also is how to go from using multi resolution to exporting the final asset?

    • @JayAnAm
      @JayAnAm  3 роки тому +5

      I have this on my list, just stay tuned:-)

    • @MarkOfArgyll
      @MarkOfArgyll 3 роки тому

      @@JayAnAm Awesome news! I thought it might be, so glad it is :D

    • @Slickstaff_Stainpants
      @Slickstaff_Stainpants 3 роки тому

      @@JayAnAm Id also like to know.. can a bump / normal map be easily extracted and applied from the sculpt to the base mesh ?

  • @chuctanundaspiderbone5407
    @chuctanundaspiderbone5407 2 роки тому +1

    Thank you for this very excellent discussion of the Multires modifier. I think I am finally beginning to understand the role it plays in the sculpting process.
    ONE QUESTION: Next step would be.... Once I am satisfied with the details I've added using multires, I make a copy of the mesh, which will become the lo-poly base mesh, and then I delete the modifier on the low-poly version.
    On the original, I apply the modifier and this becomes the hi-poly version which I bake to the low poly. Right? Or, since I used "sculpt base mesh," option do I need to also apply the modifier, at a lower subdivision level, to the low-poly object instead of deleting the modifier? Thanks.

  • @hanthonypiano
    @hanthonypiano 2 роки тому

    Some of those brush settings look more esoteric than ZBrush lol. Good to know what the Move Topological equivalent is though!! 5:00 Thanks for posting

  • @aceslittleplayground1597
    @aceslittleplayground1597 Рік тому

    Im new and this was pretty good for me helped a ton thanks

  • @orphydiancg7759
    @orphydiancg7759 3 роки тому

    I swear that many of the sculpting mode concepts would serve on the equal measure on forhotten edit mode as well to bring Blender on par eith other apps. Like that topology slide relax brush or how is it called or this multires with additional development could serve as a edit poly modifier like in Max.

  • @LaszloIvanyi
    @LaszloIvanyi 3 роки тому +6

    Nice tutorial, thank you.
    Questions: When you finalize the model you save a low poly without the multiresolution modifier and save one with the modifier applied then bake the details from the high to the low right? so if I understand correctly, you the difference between the low and high poly model is just the modifier being applied at the end or not.

    • @JayAnAm
      @JayAnAm  3 роки тому +7

      You can also keep the modifier and export the fbx with option apply modifiers or not. But i will show this in a separate tutorial

    • @LaszloIvanyi
      @LaszloIvanyi 3 роки тому +1

      @@JayAnAm I'm looking forward to that. If you can you can put that in the perspective of substance painter. It seems I have no choice but to learn that to progress, would be nice to see how I should prep a model in blender to be usable in that workflow. I think I just need to use the high poly model in substance to bake the maps and import the low poly to the game engine and add the baked textures from the high poly (but correct me if I'm wrong). Same can be achieved with baking in Blender and exporting texture from there too I guess.

    • @JayAnAm
      @JayAnAm  3 роки тому

      @@LaszloIvanyi Yes, but in Substancee it is easier. You import the low poly to substance painter and the high poly as well for baking the maps. Do this to start with, then you can dive deeper into the workflow of texturing:-)

  • @tabrez_rehan
    @tabrez_rehan 3 роки тому +2

    Thats really awesome

  • @pixelkitten214
    @pixelkitten214 3 роки тому +2

    another cool tutorial

    • @JayAnAm
      @JayAnAm  3 роки тому

      Thx, great you like it

  • @petertremblay3725
    @petertremblay3725 3 роки тому +1

    Why the lasso trim tool is not working with multiresolution?

  • @jasperbrooks2118
    @jasperbrooks2118 3 роки тому +1

    Jayanam, I learn new things all time, in your videos, now I think multi resolution is a good idea, didn't know . . .

  • @yourwellnesstoday
    @yourwellnesstoday Рік тому

    Cool tutorial but you forgot to make it into an actual bandage wrapped around the handle, rather you have a bunch of cloth rings around it. :)

  • @2bit8bytes
    @2bit8bytes Рік тому

    When and why should we use or not use Sculpt Base Mesh? Where would I use it in the process?

  • @rafaeFaesta
    @rafaeFaesta 2 роки тому

    how to fix cursor when i sculpting? my cursor always faces to the Z Axis

  • @12XFactor
    @12XFactor 3 роки тому

    Question: So, when I would already have a retopo of my sculpt and created a UV map. I would now use the multiresolution modifier to add some details and increase the number of polys for a higher detailed model? Is that right? And is it right the UV map wouldn't disappear so I could go ahead with this more detailed model in Mari or Painter?

  • @GameDevAraz
    @GameDevAraz 3 роки тому +2

    In zBrush Its As Easy As Adding A Mask, Extracting It (Creates New Instance/Mesh Obj) Then Sculpting After Unmasking/Deselecting

    • @JayAnAm
      @JayAnAm  3 роки тому +2

      Same is posibble in blender. Check the mask menu - but what you mention here is something totally different than multires sculpting.

    • @Koupoable
      @Koupoable 3 роки тому

      "Non destructive workflow" This method is not, you would have to retopo after.
      Though you can do the same thing in zbrush by creating a base mesh and using subdivisions, zmodeler is so unintuitive and slow to create even simple shapes it's a pain in the ***.

  • @TA-mp2me
    @TA-mp2me 3 роки тому

    Anyone else experiencing problems with laggy Undo function when using multires modifier? And turning on sculpt base mesh also makes it unusable even when sculpting.

  • @AdamNisenziSpisak
    @AdamNisenziSpisak 3 роки тому

    Not sure if im missing something but i cant find any info on it.
    How do i actualy apply the sculpted part so it is visible in the object mode?
    Apply base doesnt do anything, sculpt base mesh is super laggy so i can use it only to preview the sculpted mesh with textures.
    Whats the issue?

  • @RoseKindred
    @RoseKindred 3 роки тому

    So I am new to this, but when you talk about Multires in this video are you: Create a general object (bandage wrap) to make the shape, add the Multires modifier, then sculpt in Dyntapo?
    I am assuming this is so you can go back to the original bandage and create like 5 more if you wanted and then edit those individually?
    I ask cause I was told to only sculpt in Dyntapo mode which would seem to take longer to do this.

    • @JayAnAm
      @JayAnAm  3 роки тому +1

      No, Dyntopo will be deprecated (I guess and heard). In the multires workflow you just have to subdivide to increase the density, then you can sculpt the mesh in these levels and you can always go back to lower levels. Another workflow is the voxel remesh were you also start with a low poly mesh, then you increase the density with the voxel remesher, but you cant go back to the low poly model - it is destructive but very fast and powerful and you can use it if you are not interested in the low poly model anymore or you want to recreate the low poly mesh on top of your sculpt as new object when it is finished - this process is called retopology.

    • @RoseKindred
      @RoseKindred 3 роки тому +2

      @@JayAnAm Well, thank you for the response. I think I understand, a little confusing at start, but I think I get it. Watching your video I saw the Dyntopo on the top right, which I now see is not clicked. I thought that it was like a Photoshop brush option in which that is what is being used and to sculpt in Multires you would have to use the drop-down panel to select it.

  • @kyzer_wilhelm8280
    @kyzer_wilhelm8280 3 роки тому +1

    Would this be better than skrink wrapping the object to the mesh?

    • @JayAnAm
      @JayAnAm  3 роки тому

      Shrink is also great for this. I like to start with shrinkwrap sometimes but then apply it because i want to have more natural variations.

  • @Kaenshin
    @Kaenshin 3 роки тому

    Can you later remove the supporting edges/bevels you did at the start? Or everything will collapse :D. For example, if I m doing some really low poly.

  • @user-uy9lb5el2f
    @user-uy9lb5el2f 3 роки тому

    👏

  • @tripitya9760
    @tripitya9760 3 роки тому

    Hello, is there some hotkeys for sculpting radius and strength?

    • @kyeperera7558
      @kyeperera7558 3 роки тому +1

      yup, there are. F key will let you adjust the brush radius and Shift + F will adjust the brush strength.

  • @spittingame4241
    @spittingame4241 3 роки тому

    My computer has an I7 processor and I'm trying to add the skin pores on my character mesh.
    When I use the multi-resolution modifier and subdivide my object to 5, my computer starts to lag.
    Do I need a graphics card or an I9 processor?

    • @12XFactor
      @12XFactor 3 роки тому +1

      I wouldn't say the problem is the subdivision level itself, it's maybe the skin brush. I tested the multiresolution on a Macbook 2018 on lvl6 with no lagging but I just sculpted a bit around. You can check via Windows Task Manager if your CPU or GPU is going crazy when you try to apply your skin. If e.g. your CPU is on 100% usage and your GPU like 30% you know your CPU can't handle the process.

    • @spittingame4241
      @spittingame4241 3 роки тому

      @@12XFactor that's some really helpful advice. Seriously, thank you.
      I'm on windows 10. I need to check the task manager to see what's up
      But, I was using a skin pores brush when it was happening. I need to test it out with regular brushes to see what happens.

  • @aristateles1549
    @aristateles1549 3 роки тому

    Can I use this for full body character? Like I remesh the whole block out and then use multires so that I don't have to remesh it again or use dyntopo

    • @manuel8123
      @manuel8123 3 роки тому

      Technically you can, but the problems would be certain loops and topology, like the face , hands, etc, but if your retopology already has the most basic loops you can certainly use this to add wrinkles, pores, scars etc to a basic model

    • @aristateles1549
      @aristateles1549 3 роки тому

      @@manuel8123 doesn't sculpted mesh have bad topology anyway? I mean I want to use multires as substitution of remesh or dyntopo to add details

    • @manuel8123
      @manuel8123 3 роки тому

      @@aristateles1549 the problem is the subdivisión, the more vertex you have in the base model the heavy the load to the system would be when trying to subdivide a quad becomes 4 faces and a triangle 2, so a thing that happened to me was I sculped a base model and the end result had all the muscles shapes and basic tendons but not the skin details, etc, it has 350k triangles, when I tried to use the multiresoluction modifier blender crashed or become really slow, but it worked.
      After the retopology it new to 10k triangles and then I used again the multiresolution modifier this time I was able to use level 6 and sculpt all the details i wanted and blender didn't slow down at all, while it's posible a retopology might still be the best option for performance

  • @anonymouse527
    @anonymouse527 3 роки тому

    How come I cannot select the edge loop by double clicking it?

    • @JayAnAm
      @JayAnAm  3 роки тому +2

      blenderartists.org/t/double-click-to-select-edge-loop-when/647208/5

    • @anonymouse527
      @anonymouse527 3 роки тому +1

      @@JayAnAm Thank you. I learned that they removed it from 2.8 by default. You have to go to Input/Mouse/Emulate 3 Button Mouse (enable). But now it works, yay!

  • @dylanenricholeroux7163
    @dylanenricholeroux7163 3 роки тому +1

    Hey are you continuing with this series or is it complete?

    • @JayAnAm
      @JayAnAm  3 роки тому +2

      There will be at least two more videos for this model: 1. Baking the multires details to low poly and 2. Retopology. I also think about doing a Substance Painter texturing video.

    • @dylanenricholeroux7163
      @dylanenricholeroux7163 3 роки тому

      @@JayAnAm Thanks, The Substance Painter texturing video would be highly appreciated as I would like to take what I've learned from you and apply it to my own weapons development as I saw the axe is about 500MB in file size which is huge

  • @ValeGoG
    @ValeGoG 3 роки тому +3

    Огромные спасибо :)

  • @user-zu5ry7mm4l
    @user-zu5ry7mm4l 3 роки тому

    unreal engine tutorials plz if u can complete the npc charcter hat you post 2 years ago you stopped so plz make npc reaction when you hit them and die plzzz i have never seen understandble vids like yours

  • @tapacg1329
    @tapacg1329 3 роки тому +1

    i dont have the sculpt base mesh option

    • @JayAnAm
      @JayAnAm  3 роки тому

      Which version are you using?

    • @tapacg1329
      @tapacg1329 3 роки тому

      @@JayAnAm 2.90.1

    • @JayAnAm
      @JayAnAm  3 роки тому +3

      @@tapacg1329 Yes, it's a 2.91 feature. developer.blender.org/rB976f0113e00 But you can use the Apply base mesh in 2.90.1

  • @gnightrow4020
    @gnightrow4020 3 роки тому

    6:02 Just because you can do something weird like unticking the "Sculpt Base mesh" button, I don't see why it is a good idea or has any advantage ?

  • @shi1hh
    @shi1hh 3 роки тому

    i like this, i hate retopo

  • @tenminutetokyo2643
    @tenminutetokyo2643 3 роки тому

    DOOD!

  • @MidnightSt
    @MidnightSt 3 роки тому +1

    The point of the video starts at 2:15 . You're welcome.

    • @JayAnAm
      @JayAnAm  3 роки тому +5

      The point can't be found at a certain timestamp and your comment just shows that you did not understand the feature. You're welcome.

    • @MidnightSt
      @MidnightSt 3 роки тому

      @@JayAnAm i disagree, since I skipped to the said timestamp, because everything before that is fluff not related to the feature. i know how to create, rotate and resize meshes. i came here to see how to do multires sculpting, and the answer to that is "check the checkbox in the modifier". And that answer is given at 2:15. To me personally, all the rest is needless fluff.
      I'm sure there are people who enjoy to watch that as well, I also often enjoy watching full 10minute tutorials for something that's a single checkbox, but when I'm just after the answer...

    • @JayAnAm
      @JayAnAm  3 роки тому +3

      @@MidnightSt Which is the answer for you doesnt have to be an answer in general - but you made a general statement. The first part is needed to understand that you need a base mesh - a base mesh that can be subdivided. Another point is that you can add/duplicate meshes but that the modifier is added to one object. The next point is adding the bevel to keep the shape of the mesh crisp when it is smoothly subdivided and so on... so again: There is more than one point, the context is important for this feature. Perhaps not for you, but the video was not created particularly for you.

    • @MidnightSt
      @MidnightSt 3 роки тому

      @@JayAnAm Yeah, but I think that if someone is looking into advanced sculpting features, they already understand all the previous points. What you did works for someone who hasn't worked with blender for more than two hours. But someone who is looking into advanced sculpting features in blender most likely has worked with blender for more than two hours, so they most likely already know all of what you go through before you get to the actual point of the video.

    • @JayAnAm
      @JayAnAm  3 роки тому +3

      @@MidnightSt No, preparing a basemesh to be able to use the multires modifier in an optimal way is not something that a Blender user understands who worked with it for 2 hours - but we break off the conversation here, it is not helpful.