Which Sculpting Technique is Better in Blender?

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  • Опубліковано 18 гру 2024

КОМЕНТАРІ • 126

  • @peacefusion
    @peacefusion Рік тому +85

    Dyntopo is really great for saying "screw the rules, I want a new arm." Remesh is more useful when you say, "i messed up, please add this new arm back to the body."

    • @Blamesy
      @Blamesy Рік тому

      Haha well said

  • @MWSculpts
    @MWSculpts 2 роки тому +79

    Sweet, that's a great explanation of both and when to use. As someone who has gotten into the routine of just remeshing, sometimes my viewport gets a bit laggy with all that uneeded geometry.

    • @Noggi_3D
      @Noggi_3D  2 роки тому +4

      Yeah, it was surprising how well they work together once I looked more into them. But it's easy to also just stick with one, because it feels like you have to choose. :)

    • @manu901able
      @manu901able Рік тому +2

      Probably the best explanation, I've been looking some and this one go straight into the target, everyone should watch this after learning to set dyno and remesh options.

  • @froryte
    @froryte Рік тому +4

    i wish i found this sooner, really compact, easy to understand explanation of it! direct to the point explanations are the best

  • @homelessperson5455
    @homelessperson5455 2 роки тому +13

    Thanks for the explanation! Also, I think I'm going to have to look through all the sculpting tools sometime after the wizardry you pulled at 3:40

    • @Noggi_3D
      @Noggi_3D  2 роки тому +8

      Haha! I used the simplify brush to add more geometry to the horn, then used the draw brush with a texture to draw these fine details and refined the structure with the crease brush. :)

  • @joshua42777
    @joshua42777 5 місяців тому

    Thank you for making these tools make sense in a proactical workflow!

  • @Jjannaway3D
    @Jjannaway3D 2 роки тому +7

    Have you spent much time with the multi res modifier? It used to be the only way to sculpt, it performs much better then the other methods in my experience and is perfect these days for when adding fine / micro details like pores and wrinkles etc.

    • @Noggi_3D
      @Noggi_3D  2 роки тому +1

      If you're starting with a base mesh, it's a great way to sculpt.

  • @chryzopraz
    @chryzopraz 2 роки тому +3

    Extremely useful, I am doing my second project after low poly body. That is what I was looking for. As my card is starting to burn after constant remeshing.

  • @venomous
    @venomous Рік тому

    ok this is exactly what so many people wanna know, than you so much for explaining all of this

  • @benfluencer6441
    @benfluencer6441 10 місяців тому

    youre the best for making this video. exactly what i needed

  • @ones_flow5652
    @ones_flow5652 2 місяці тому

    lol, I just used the sculpting mode the first time and with a sphere, thinking I've seen the main thing and can go on now. I literally used every tool on the left side on my sphere and it did ... nearly nothing like at your example. 😀 Thanks!

  • @leastexpected3115
    @leastexpected3115 2 роки тому

    NOW i understand what and when i should use. Thank you!

  • @suukushisakura9333
    @suukushisakura9333 Рік тому

    Ok, that was surprisingly on point

  • @MegioSol
    @MegioSol 2 роки тому +1

    Great tips, straight to the point

  • @krinodagamer6313
    @krinodagamer6313 2 роки тому

    thanks for explaining Dyntopo more because I like using it first

  • @shanoto3203
    @shanoto3203 Рік тому +1

    im kinda newer to blender so what is the coloured parts in 1:48 known as?

    • @peacefusion
      @peacefusion Рік тому +1

      Its a visual, when you turn on metacap on the top right to see your model in different materials. Multiple colors means he attached different meshes together.

  • @angelesteban4400
    @angelesteban4400 2 роки тому

    Best tutorial ive evr seen bro ur d best!!!!!

  • @rusticagenerica
    @rusticagenerica 2 роки тому +2

    Very useful ! Thanks !

  • @Grace-jb7me
    @Grace-jb7me 2 роки тому +2

    Theoretical question here: If I were to sculpt a full body in one blend file then add appendages like hands and feet from another file, would remeshing regress my progress of dynotopo detail I'd done on the face, or would there be a way to remesh just the articulation at which those parts of the body meet?
    Sorry if my question doesn't make sense. Would be happy to clarify

    • @Yarsig
      @Yarsig 2 роки тому +3

      As long as you remesh with the same voxel size as the face, then only the lower voxel object would change. (Hands, feet, body, etc.)
      For example, if you take a high poly body, attach low poly hands to it, [Ctrl+J] then remesh with the same voxel size you were using on the body, the hands would change, (they would gain more detail) but the body would stay the same.

  • @bonnymich
    @bonnymich 13 днів тому

    here i was wondering why some scrap or adding volume with voxel tools weren't working as fine as my other models with high resolution it needed more geometry lol basics are super important

  • @shadovahlis9313
    @shadovahlis9313 2 роки тому +4

    Hi ! Thank you very much for this video ! I have a question about the art with the blue big cat with the horns, where did you find it please ? Would like to see the original artwork because it's great ! And the sculpt about it is amazing as well !

    • @Noggi_3D
      @Noggi_3D  2 роки тому +2

      Here you go: twitter.com/gveanel/status/1363669556422725633?s=12

    • @shadovahlis9313
      @shadovahlis9313 2 роки тому +1

      @@Noggi_3D thank you ! :)

  • @NohuHeXe
    @NohuHeXe Рік тому

    thx, good video, and a good solution, for my inner conflicts 😁

  • @rodneyabrett
    @rodneyabrett 9 місяців тому

    Is there a way you can project details between arbitrary meshes like Zbrush? For example, take another model that occupied the same volumetric space and project the sculpt information to another mesh. Thanks.

  • @gorkemvids4839
    @gorkemvids4839 2 роки тому

    Nice and short. Take my upvote.

  • @Shakespeare1612
    @Shakespeare1612 Рік тому

    Is there any way to sculpt and paint at the same time? Like the horns for example, I would love a horn sculpting brush that knows, already that it should be a different material. At least, could way get stencil brushes to automatically create vertex groups, when they are applied? Then we could come in later and easily assign materials to those groups.

    • @Noggi_3D
      @Noggi_3D  Рік тому

      That would be cool, but I don't think that's possible, unfortunately. :)

  • @caffeinatedteddy2110
    @caffeinatedteddy2110 2 роки тому +1

    0:56 i'm watching this at 2 am and holy moly that made me trip SO BAD

  • @teabagNBG
    @teabagNBG Рік тому

    i recently started blender and scultipng.. this is exaclty what i was looking for... been asking my self this when to use what ...

  • @blaze8076
    @blaze8076 2 роки тому

    Instant follow. Super helpful!

  • @bunnyfreakz
    @bunnyfreakz 2 роки тому

    Dynotopo is great for sculpting but need retopology if you wanted low poly of it.

  • @alwaysthisnicknames
    @alwaysthisnicknames 2 роки тому

    i'm more interested in that cute dog you made. what about a full tutorial?

  • @crazy_octopus
    @crazy_octopus 16 днів тому

    excellent. thanks

  • @nelsonlima3D
    @nelsonlima3D 2 роки тому

    yeah that s the way!

  • @tony-mora
    @tony-mora Рік тому

    Great video!

  • @kingsridge
    @kingsridge 2 роки тому

    Awesome video! Subbed

  • @HevonCZR
    @HevonCZR 2 роки тому +2

    Very good explanation!! Thank you so much!

  • @akshay_m
    @akshay_m 2 роки тому +3

    Where did you get the reference image from?
    It's beautiful. I want to make it as well.

    • @Noggi_3D
      @Noggi_3D  2 роки тому +3

      I found it on Pinterest. Here's the original: twitter.com/gveanel/status/1363669556422725633?s=12

    • @akshay_m
      @akshay_m 2 роки тому +1

      @@Noggi_3D Thanks

  • @Huguillon
    @Huguillon Рік тому +1

    Great advice at the end, I'll try it. The best option is always retopology and multiresolutin modifier, but the principal problem with that in Blender (in comparation with ZBrush) is that the auto Retopology in ZBrush works really good and in Blender is still very basic and not always you can have a good result.

  • @swordartdesign
    @swordartdesign 2 роки тому

    thank you so much, this is gold mine for me :D

    • @Noggi_3D
      @Noggi_3D  2 роки тому

      I'm glad you like it. :)

  • @Rictue
    @Rictue 2 роки тому

    this video is life saver

    • @Noggi_3D
      @Noggi_3D  2 роки тому +1

      Nice to hear. :)

  • @bluething3D
    @bluething3D 5 місяців тому

    As a game dev i use multirez instead of either of these 🌞

  • @al-mughnee
    @al-mughnee 2 роки тому

    YES! I LOVE YOU!

  • @sf4603
    @sf4603 2 роки тому +3

    Ya i really hate when things merge together because theyre too close when you remesh, i wish there was a way to exclude sections of your mesh from the remesh process. I was kinda dissapointed when i found out the perserve mask option doesnt preserve the topology it just reapplies the mask on the selected area after the process :/

    • @Noggi_3D
      @Noggi_3D  2 роки тому +2

      Yeah, the best way I found to avoid merging is by separating the parts that are close together into individual objects. It's not perfect, but it works. :)

  • @devmoorthiabeysekara1440
    @devmoorthiabeysekara1440 2 роки тому

    Thanks!

  • @WyMustIGo
    @WyMustIGo 7 місяців тому

    Why did you skip over Multires?

  • @nostalgianinja
    @nostalgianinja Рік тому

    Okay, but what about Multires modifier? What are your opinions on multires sculpting?

    • @Noggi_3D
      @Noggi_3D  Рік тому

      The best if you have a base mesh. :)

  • @leandro878
    @leandro878 2 роки тому

    Is there a full video of the sculpt you did in this video?

    • @Noggi_3D
      @Noggi_3D  2 роки тому

      I created it on stream. You can find the VOD on my stream archive channel (Description).

  • @Киноварь
    @Киноварь Рік тому

    I prefer to use dyntopo but both are good tools

  • @S.P.O.Production
    @S.P.O.Production Рік тому

    I got that they both win, using both of them is good for sculpting and melting my cpu

  • @TheAkafa
    @TheAkafa 10 місяців тому

    It is twitch chat addon? What is that?

  • @josephvanwyk2088
    @josephvanwyk2088 2 роки тому

    WOW, thanks, always want to get this answer.

  • @TheTyroofToriyama
    @TheTyroofToriyama Рік тому

    So this will feel a bit closer to z brush sculpting?

    • @Noggi_3D
      @Noggi_3D  Рік тому

      I haven't used Zbrush yet so I don't know. But it should make the sculpting process run smoothly. :)

  • @Mocorn
    @Mocorn 2 роки тому

    I wish it was easier to see which brushes in blender actually ads topology with Dyntopo active. Snake/hook brush does this but other than that I'm not sure.

    • @Noggi_3D
      @Noggi_3D  2 роки тому +1

      Yeah, it's weird.

    • @Arjjacks
      @Arjjacks 2 роки тому +1

      Pretty much all the brushes add topology with Dyntopo. The only exceptions are a few of the yellow ones, like grab, elastic, rotate and pose, and the smooth brush. Otherwise, the rest all add topology.

  • @barombolobombolo1501
    @barombolobombolo1501 2 роки тому

    in both cases the topology is poor tho, my guess is it works for things that will not be implemented in a game because of all the triangles and broken topology, but i could be wrong. then again using quad remesher or redoing the topology by hand should fix the problem.

    • @Noggi_3D
      @Noggi_3D  2 роки тому +1

      Yeah, retopology is required after finishing the sculp to make it usable for other stuff like games. :)

    • @barombolobombolo1501
      @barombolobombolo1501 2 роки тому

      @@Noggi_3D Got It, thanks mate

  • @ZZWWYZ
    @ZZWWYZ 2 роки тому

    Hi, what PC rig do you have ? I tried Blender sculpting but the program always crashes whenm it gets a little bit dense. I wonder if it GPU or CPU that I need to upgrade to sculpt in Blender

    • @Noggi_3D
      @Noggi_3D  2 роки тому

      I had a GTX 1060 6GB and an AMD Ryzen 7 2700x. I'm very bad with PC hardware so I couldn't tell you which one is more important for sculpting. :)

  • @ih4269
    @ih4269 2 роки тому +1

    Great video. I'm trying to clean up a skull I sculpted but when I remesh at a voxel size that allows me to keep my details the poly count is even higher. Is there something else I can do? Thank you!!

    • @kantarell
      @kantarell 2 роки тому +1

      Use a multi resolution modifier

    • @ih4269
      @ih4269 2 роки тому

      @@kantarell Thank you

  • @krinodagamer6313
    @krinodagamer6313 Рік тому

    Im creating a sculpting AI its gonna be amazing

    • @Noggi_3D
      @Noggi_3D  Рік тому

      Sounds interesting. :o

  • @MrBobcow
    @MrBobcow 2 роки тому

    No word about Multiresolution modifier

    • @Noggi_3D
      @Noggi_3D  2 роки тому

      For Multiresolution you need a basemesh to work efficiently.

  • @21Liberdade
    @21Liberdade 2 роки тому

    Meanwhile, myself as a beginner, using a Multires modifier to crank the vert count up to millions

    • @Noggi_3D
      @Noggi_3D  2 роки тому

      Haha! The Multires Modifier is great if you have a basemesh. Otherwise it can be pretty inefficient when you completely reshape the mase model. :)

  • @stormk-1130
    @stormk-1130 2 роки тому

    So wich one you use more?

    • @Noggi_3D
      @Noggi_3D  2 роки тому +1

      I think that's very dependent on the project, but for most probably remeshing. :)

  • @tiagotiagot
    @tiagotiagot 2 роки тому

    What about multires?

    • @Noggi_3D
      @Noggi_3D  2 роки тому

      Multires needs a good base mesh to work well. These two don't.

  • @knightguy2699
    @knightguy2699 2 роки тому

    Simply you have three options, simple, moderate and lag, just one thing, don't go crazy with the mesh count😂

    • @Noggi_3D
      @Noggi_3D  2 роки тому +1

      Exactly. The good thing is, Blender is quite resilient. It'll more likely freeze for a long time rather than crash. So if you want to add insane amounts of detail, it's possible, you just have to wait a long time between each brush stroke. :D

  • @Azzazel_
    @Azzazel_ 2 роки тому

    Definitely i'm going to stick to zbrush for some things, is years ahead of blender in terms of sculpting

    • @Noggi_3D
      @Noggi_3D  2 роки тому

      I need to try it at some point. I don't feel like I'm missing something, sculpting in Blender, but maybe just because I'm not aware of everything ZBrush can do.

  • @supercrazy50000
    @supercrazy50000 Рік тому

    me who uses normalmap and displacement and make a head with a sphere: 👁👄👁

  • @murdocklesban6836
    @murdocklesban6836 2 роки тому

    DYNOTOPO THE BEST OF THE BEST

  • @supa3ek
    @supa3ek Рік тому

    I made a great character then decided to remesh and ....BOOM.....every little detail that was close joined into 1 big fat mess which i couldnt unjoin no matter what i tried........arggggggggggg. Tried deleting parts and redoing, rejoining, masking, layering, and it all went downhill from there. It was quicker to restart and make sure parts are not close. Learn the hard way

    • @Noggi_3D
      @Noggi_3D  Рік тому

      Yup, That's the problem with Remeshing. I wish you could mark areas that are not supposed to join together.

  • @DaylightDev
    @DaylightDev Рік тому

    Why didn't I find this 6 months ago
    P. S. I was trying to make some complicated fantasy-styled terrain (with caves and stuff, so I needed a mesh) by sculpting, but found out that I didn't have enough geometry XD

    • @Noggi_3D
      @Noggi_3D  Рік тому +1

      Oh wow. Well, I hope you can sculpt your dream terrain now. :D

  • @pixelpusha
    @pixelpusha 2 роки тому

    Sculpting like a pro video should not ignore multires, in my opinion, of course. :)

    • @Noggi_3D
      @Noggi_3D  2 роки тому +1

      Multiresolution requires a basemesh to work well. That's why I haven't included it here. :)

    • @pixelpusha
      @pixelpusha 2 роки тому

      @@Noggi_3D Ideally yes but it's not a must. It's possible to use low/mid res remeshed model if retopo isn't an option. Use shrinkwrap to transfer smaller details to multires. Multires will keep that detail when you apply shrinkwrap.

    • @Noggi_3D
      @Noggi_3D  2 роки тому +1

      @@pixelpusha With basemesh I mean something that's not a primitive shape and has the shape of what you want to sculpt. Whether it's remeshed or retopologized.
      If you're transferring the detail, you're not really sculpting with it. :)

    • @pixelpusha
      @pixelpusha 2 роки тому

      @@Noggi_3D I mentioned transferring details in case sculpt got that far. Personally i use remeshing for primary and somewhat secondary shapes. Then i retopologize and switch to multires.

  • @Buped
    @Buped 2 роки тому

    Damn I will give up

    • @Noggi_3D
      @Noggi_3D  2 роки тому

      Why?

    • @Buped
      @Buped 2 роки тому

      @@Noggi_3D I'm totally new in this and this is perfection I couldn't reach that level how many practice and ...nevermind I'm out

    • @Noggi_3D
      @Noggi_3D  2 роки тому +1

      If you practice for 15 minutes and reflect on it every day, you will be shocked what you can achieve in a year or even a month. :)

  • @Acrux3D
    @Acrux3D Місяць тому

    Picking the best sculpting technique in Blender is like choosing your favorite pizza topping-everyone has their preference! You can’t go wrong with whichever method makes you feel like a sculpting wizard.

  • @DimaPixar
    @DimaPixar 2 роки тому

    tNice tutorials really helped

    • @Noggi_3D
      @Noggi_3D  2 роки тому

      Thanks! I'm glad it was useful to you. :)

  • @b_force_IR
    @b_force_IR 2 роки тому

    G_G

  • @hameddesign70
    @hameddesign70 2 роки тому

    dyntopo is useless in terms of performance and is more adviced for kids mostly

    • @Noggi_3D
      @Noggi_3D  2 роки тому +3

      They both have their advantages. Try adding fine details with remeshing for example. :)

    • @hameddesign70
      @hameddesign70 2 роки тому

      @@Noggi_3D i wont use dyntopo for literally any s*** , i increase the details step by step , i won't jump to fine details straight, i'll add them after retopo and by using multires modifier , in that way the polygon size ratio will stay good and normal map baking will be a lot more easier

    • @murdocklesban6836
      @murdocklesban6836 2 роки тому

      @@hameddesign70 thats because you are NOOB ;)

  • @da_cat
    @da_cat Рік тому

    Talent detected