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."
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.
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. :)
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.
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. :)
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.
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.
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!
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.
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
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.
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
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 !
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.
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.
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.
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 :/
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. :)
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.
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.
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.
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
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!!
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
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.
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
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 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.
@@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. :)
@@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.
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.
@@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
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."
Haha well said
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.
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. :)
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.
i wish i found this sooner, really compact, easy to understand explanation of it! direct to the point explanations are the best
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
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. :)
Thank you for making these tools make sense in a proactical workflow!
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.
If you're starting with a base mesh, it's a great way to sculpt.
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.
ok this is exactly what so many people wanna know, than you so much for explaining all of this
youre the best for making this video. exactly what i needed
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!
NOW i understand what and when i should use. Thank you!
Ok, that was surprisingly on point
Great tips, straight to the point
thanks for explaining Dyntopo more because I like using it first
im kinda newer to blender so what is the coloured parts in 1:48 known as?
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.
Best tutorial ive evr seen bro ur d best!!!!!
Thanks! :D
Very useful ! Thanks !
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
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.
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
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 !
Here you go: twitter.com/gveanel/status/1363669556422725633?s=12
@@Noggi_3D thank you ! :)
thx, good video, and a good solution, for my inner conflicts 😁
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.
Nice and short. Take my upvote.
thanks :)
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.
That would be cool, but I don't think that's possible, unfortunately. :)
0:56 i'm watching this at 2 am and holy moly that made me trip SO BAD
i recently started blender and scultipng.. this is exaclty what i was looking for... been asking my self this when to use what ...
Instant follow. Super helpful!
Dynotopo is great for sculpting but need retopology if you wanted low poly of it.
True. :)
i'm more interested in that cute dog you made. what about a full tutorial?
excellent. thanks
yeah that s the way!
Great video!
Awesome video! Subbed
Very good explanation!! Thank you so much!
Where did you get the reference image from?
It's beautiful. I want to make it as well.
I found it on Pinterest. Here's the original: twitter.com/gveanel/status/1363669556422725633?s=12
@@Noggi_3D Thanks
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.
True.
thank you so much, this is gold mine for me :D
I'm glad you like it. :)
this video is life saver
Nice to hear. :)
As a game dev i use multirez instead of either of these 🌞
YES! I LOVE YOU!
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 :/
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. :)
Thanks!
My pleasure. :)
Why did you skip over Multires?
Okay, but what about Multires modifier? What are your opinions on multires sculpting?
The best if you have a base mesh. :)
Is there a full video of the sculpt you did in this video?
I created it on stream. You can find the VOD on my stream archive channel (Description).
I prefer to use dyntopo but both are good tools
I got that they both win, using both of them is good for sculpting and melting my cpu
It is twitch chat addon? What is that?
WOW, thanks, always want to get this answer.
So this will feel a bit closer to z brush sculpting?
I haven't used Zbrush yet so I don't know. But it should make the sculpting process run smoothly. :)
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.
Yeah, it's weird.
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.
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.
Yeah, retopology is required after finishing the sculp to make it usable for other stuff like games. :)
@@Noggi_3D Got It, thanks mate
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
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. :)
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!!
Use a multi resolution modifier
@@kantarell Thank you
Im creating a sculpting AI its gonna be amazing
Sounds interesting. :o
No word about Multiresolution modifier
For Multiresolution you need a basemesh to work efficiently.
Meanwhile, myself as a beginner, using a Multires modifier to crank the vert count up to millions
Haha! The Multires Modifier is great if you have a basemesh. Otherwise it can be pretty inefficient when you completely reshape the mase model. :)
So wich one you use more?
I think that's very dependent on the project, but for most probably remeshing. :)
What about multires?
Multires needs a good base mesh to work well. These two don't.
Simply you have three options, simple, moderate and lag, just one thing, don't go crazy with the mesh count😂
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
Definitely i'm going to stick to zbrush for some things, is years ahead of blender in terms of sculpting
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.
me who uses normalmap and displacement and make a head with a sphere: 👁👄👁
DYNOTOPO THE BEST OF THE BEST
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
Yup, That's the problem with Remeshing. I wish you could mark areas that are not supposed to join together.
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
Oh wow. Well, I hope you can sculpt your dream terrain now. :D
Sculpting like a pro video should not ignore multires, in my opinion, of course. :)
Multiresolution requires a basemesh to work well. That's why I haven't included it here. :)
@@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.
@@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. :)
@@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.
Damn I will give up
Why?
@@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
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. :)
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.
tNice tutorials really helped
Thanks! I'm glad it was useful to you. :)
G_G
dyntopo is useless in terms of performance and is more adviced for kids mostly
They both have their advantages. Try adding fine details with remeshing for example. :)
@@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
@@hameddesign70 thats because you are NOOB ;)
Talent detected
Thanks. :)