The ULTIMATE Automatic Retopology Guide for Blender!
Вставка
- Опубліковано 28 тра 2024
- A guide and review on five different automatic retopology tools available in Blender! You can relaly speed up your workflow with one or more of these tools.
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➤ [Chapters]
0:00 Introduction
0:25 Overview of Retopology & Why We Do It
2:19 How to Use: Blender's Voxel Remesh
4:41 Applying Multi-Resolution & Shrinkwrap Modifiers to Retain Detail
5:31 Summary & Score of Blender's Voxel Remesh
5:46 How to Use: Blender's Quadriflow Remesh
6:54 Summary & Score of Blender's Quadriflow Remesh
7:11 Downloading IGL's Instant Mesh
7:27 Adding a Decimate Modifier to Reduce File Size
8:18 How to Use: IGL's Instant Mesh
10:06 Side Note: Clearing Sharp Edges on Instant Mesh Object
10:30 Summary & Score: IGL's Instant Mesh
10:45 Downloading Dust3D's AutoRemesher
11:00 How to Use: Dust3D's AutoRemesher
12:13 Summary & Score: Dust3D's AutoRemesher
12:26 Purchasing & Downloading Exoside's Quad Remesher
12:53 How to Use: Exoside's Quad Remesher
13:43 Summary & Score: Exoside's Quad Remesher
14:13 Wrap-up!
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➤ [Download Links]
IGL's Instant Mesh:
Information - igl.ethz.ch/projects/instant-...
Download - github.com/wjakob/instant-meshes
Dust3D's AutoRemesher:
Information - blogs.dust3d.org/2020/06/19/a...
Download - github.com/huxingyi/autoremesher
Exoside's Quad Remesher:
Information - exoside.com/quadremesher/
Download - exoside.com/quadremesher/quad...
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➤ [Other Videos]
Rigging with Rigify: • Blender 2.9 Tutorial -...
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➤ [Social]
Instagram: @russellmidfield
Twitter: @russellmidfield
Facebook: / blendercharactercreation
Discord: russellmidfield9667
Twitch: / russellmidfield
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➤ [Online Store]
gumroad.com/russellmidfield
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➤ [Support the Channel]
www.paypal.me/russellmidfield
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➤ [Music]
UA-cam Audio Library
#blender #b3d - Фільми й анімація
almost had an aneurysm manually retopologizing and gave up. This tutorial stopped me from forming a massive clot in my brain. thank you!
Haha yeah it can be tedious for sure haha, glad it helped!
I've just started retopologizing more and find it pretty tedious and like yourself, I want to focus more on the 'fun' creation part. Much appreciated!
Hey Esteban! Yeah, sometimes I find it kind of relaxing and a nice challenge to make it all neat and tidy and flowing nicely, but a lot of the time it's something I do not look forward to at all haha. I hope this helps you find a way to get a good topology on your models quickly!
same i also dislike uv things, they are so boring that i prefer modelling, even though the models are shit.
Yeah, UVs are not very fun either I agree haha, get super tedious sometimes
I use the addon retopoflow for manual retopology and it really makes it much easier and enjoyable
Yeah, Retopoflow is great, speeds things up very nicely, I love the relax/smooth tool, cleans the topology so quickly.
It's even possible to get even better results with the Quad Remesher. You can mark areas for smaller or larger quads by Vertex painting. Red=smaller quads and Cyan=larger quads. No paint = mid size. Great video. Made me buy the Quad remesher. Fantastic time saver since I really dont enjoy the process of retopology.
Ah and you need to tick the "use vertex color" tick box.
Thanks Mats! Yeah the vertex painting is definitely an awesome feature to really dial it in even further. Haha yeah, I find I always forget to tick the box the first time and have to do it a second time :D
@@RussellMidfield It's a bit frustrating to have this great _free_ software-- And then discover all the nifty-keen addons that *_are not._* Gotta gripe about something--! And here it is Thanksgiving now, too! I'm such an ungrateful wretch! ;)
Haha yeah it's true, can definitely get by with the vanilla version, but once you start adding on its kind of fun!
The comb feature from instant mesh integrated into Quad Remesher would be a dream though..
This information is collosal. Just waht I needed. I couldn't imagine myself manually "remodeling" a whole character after spending days sculpting it. So thanks a lot Rusell.
Thanks Ken! I'm glad it helped! Yeah manual retopology can definitely be a slow tedious process sometimes haha
has it worked? im in that phase now, where i can sculpt crazy looking characters for print but for animation and materials, I need to retopologize..
Unfortunately I've been away from my Blender since posting this comment. I haven't really done any sculpting for weeks.
I’m pretty new to 3D modeling in general and earlier today I sculpted a quick character in nomad just for fun and I wanted to use it for an animation. I just finished remeshing the head, I’m so glad I found this video before going insane
Haha yeah this can be really handy haha
I'm in the exact same boat (nomad included) hope it turns out right!
Just tried quad remesher, now it's a must have I have never retopologized in less than 10 seconds, thank you
Its true, it's quite impressive, I was blown away and it immediately made me want to do this video haha! I'm glad it helped!
to make this short
Paid - bad remesh and needs lot of work
Free - the best remesher and underrated
That's about it yeah haha!
Wow, this is an amazing explanation and comparison analysis! Thank you so much!
Thanks Makento! I'm glad it helped!
This list like video must be a source for the ways of retopology in Blender. Thank you so much for bringing them together in one video. Great! 💥✌️👍
Haha thanks Tamer! Yeah I thought it might be nice to have a bunch in one video, I'm glad it helped!
Fantastic video yet again. I was just about to manually retopo a whole character, but I'll try this instead.
Like you said, less time wasting, more fun stuff!
Thank you for the valuable insight
Thanks again Panda! Appreciate you coming back, haha yeah I hope it helps you get back to the fun stuff a little quicker!
It seems that quad remesher is the best? But for this extension, it is hard to figure out when the latest version of it published. I am afraid it is may be ... out of date for latest blender 3.6 or the coming 4.0.
A very good topic to cover. Your video was very informative and well executed. Thank you
Thanks Mike, appreciate you saying that! I'm glad if it helped even just a bit!
Was strugling so much to try and find a solution for my object with millions of vertices. The voxel remesh saved me, thanks a million!!!
Yeah no worries Adrian! I'm glad it helped!
Definitely getting Quad Remesher! Thank you for this video.
Nice! Yeah it's pretty good, speeds things up for sure.
@Russell Midfield thanks for this video tutorial. It pointed out an important question, I had which is. Is retopology good for animation?
And your simple and easy answer is YES!
I am so glad, I found this tutorial. And wish you more subscribers and views and sponsors. You are the best.
No worries Chukwudi! Haha yeah! Retopology is pretty important for good animation! I hope it helps in your 3d journey!
Oh wow the InstantMesh is fantastic.
It's true, for a free tool Instantmesh I'd incredible, the combing function really takes it over the top!
Great video, thanks! I'm switching over from Zbrush, where zremesher was a huge part of my workflow so I'm glad to see I can still rely on it
Thanks Spencer! Yeah it's nice to know us Blender users can get a taste of the zbrush power haha!
Thanks for taking the time to make this great video!
Yeah no worries Powers! I'm glad it helped!
I can't tell you how much i love your videos! Thxs a lot Russell!
Haha thanks Diego, appreciate the love! I hope there is something helpful in there!
You and Royal Skies are my favorite Blender guys!! Great Video!
Haha thanks Seth! Oh man Royal Skies is awesome, I gott start putting some flavor in my voice like he does haha
WOW i love instant mesh, super fast and easy to understand!!!
It's true! It's pretty awesome, just click a button and it's done!
Wow, great quality presentation. Thanks for sharing. Subbed and thumbs up.
Thanks PPT! Appreciate the support!
Great info, very helpful and well done. Thanks
Thanks Jason! I hope it has a tip or two in there to get you going
Thank you so much for this! Made a sculpt today that I knew I needed to retop after realizing the remesh modifier killed a lot of the recognition if set to a lower setting.
I'm still pretty new to this, and I haven't even started with retopology at all yet (though I still do wanna learn manual as I know it'll improve the quality).
Yeah no worries Estellars! I'm glad it helped! Yeah manual can be time consuming but it can be fun and relaxing!
very useful information there! ended up using instant meshes
Nice! Yeah Instantmesh is awesome! I'm glad it helped!
This video is very useful. It has a lot of great tips. I'm giving it a score of 11 out of 10 :))
Haha thanks Айдар! I'm glad it helped!
This was amazingly helpful thank you so much !
Yeah no worries Diaspora! I'm glad it helped!
Thanks a lots for the review Russell, Love the character, the hair look cool :)
Thanks Xuan! Haha yeah I had a lot of fun exaggerating this character, I wish I had cool hair like this!
You having fun that's the most important :) I love everything about the character :)
Such true words! Thanks again Xuan, your kind energy is so nice!
Thank you very much, this is simple for us as animators and modellers
You're welcome mark! Glad it helped!
Exoside is insane! Excellent video!
Yeah it is, use it all the time, makes things so much easier! Thanks!
Instant Mesh looks amazing, I will give it a go
Yeah it's really nice, especially since it's free. The combing feature is awesome and it works quickly, I used it for a long time!
Great comparison, thank you.
Thanks MB! I'm glad it helped!
HUGE help, mate, thanks a lot!
No worries Dale! I'm glad it helped!
very good explanation
Thanks Damarez! I'm glad it helped!
Great guide video sir tyvm.
Thanks Andreas! I'm glad if it helped!
this video is helpful thank you Russell🙋♂️
Thanks man! I'm glad it helped!
I almost feel like on top of giving you a fast means to retopologise your mesh, these tools can also be great for at least giving you an idea of what you should do if you want to try manually doing it.
I’m still very early in my journey of learning blender, so something that can give me guidelines to both trace and correct would be hella useful.
Yeah it's true, it's definitely a good start!
I saw people saying the opposite, saying you should start with manual first so you can learn what you need to do for good topology. I've been doing it and all it's doing is killing my brain and turning my mesh into a mess, so I'm going to try using automatic tools instead.
Haha yeah, manual first to learn the fundamentals for sure, but depending on your use case, automatic can be fine. If you're end goal is to make video games and animations, you'll probably want to really understand quality topology and that just takes study and practice.
Thank you so So SO much for this! ♥️ SUBSCRIBED! ♥️
Just started using Blender last night and one tutorial told me "How To Make A Character In 15 Minutes" using MANUAL RETOPOLOGY?! I felt like I was losing my mind! 🤯😖😵
Haha yeah no worries Astra! I'm glad it helped! Haha yeah manual retopology can be overwhelming at first haha
thanx for your work!
Thanks Tales! I hope their is at least one small tip in there that's helpful!
Thanks, very helpful💯
Yeah no worries Mohammed! Glad it helped!
Hopefully one day I'll become good enough in 3d modelling that getting stuff like QuadRemesher makes sense
You already are Winged, you already are!
Nice guide bro 🙌
Thanks man!
Thanks nice tutorial i love you !
Thanks Hazok! I'm glad it helped!
Very cool stuff
Thanks John!
Personally wouldn't really put the Voxel Rememsher in with the list for trying to set up a base mesh, don't think it's quite what it's for; Voxel Remesher's definitely more for keeping you sculpting unhindered, while the the other Remeshers are more for a finished base to put detail on
Can do wonders with them all, but Exoside's Quad Remesher is total witchcraft, it's so good! Totally worth the price if folks want an autoremeshing system imo! Great video, awesome talk about choice and function of the remeshers!
Yeah it's pretty awesome, thanks man!
loved it thanks
Yeah no worries, glad it helped!
I'd like to see the last one compared to softwrap. Once I can afford a paid add-on, I have to choose one and now I don't know which is best! Another thing that would be cool is seeing all of these rigged separately and commparing their deformations :D Very helpful video, thank you! -- Someone who hates retopology
Yeah good idea! Yeah it's true, maybe one day when I can find the time!
omg what alife saver! i was pushing back projects cause i didn't want to retopologise my character haha i can move on to clothing
Yeah it's petty handy, just used it yesterday!
excellent new sub, thank you sir
Thanks 123456789ten!
Omg!! Thank you so so so much!!
You're welcome Amanda! I'm glad if it helped!
this is a godsend 🙏 ty
Yeah no worries, glad it helped!
Heck yeah can’t wait to watch this, Russell!
Thanks for always dropping back in man! I hope it helps a bit!
Wow, I am new to blender and didn't know this
Nice Fred! I'm glad it helped!
Wow this is great,wait can i use any of this for my game character
It wouldn't be the best for games no, but you could try. In some applications it may work but it's generally not optimal.
Ah man, seriously...i guess I'm gonna have to do it myself.well thanks anyway
Yeah no worries!
I'm just starting to get really into modeling/sculpting so this was amazing. My first project for my school is a chess set with custom designs so making low poly pieces that look good is crucial so my computer won't lag lol. Ill probably buy the 60$ it seems worth it
Yeah exoside is really nice, really speeds things up! Good luck on the project!
@@RussellMidfield Just as a side note $60 is for "This is a perpetual license, NOT usable for commercial purpose". Incase that matters to anyone.
Also absolutely love your vids, this was awesome! Thanx
Yeah true, good point, thanks Steveo!
Honestly, I think Instant Mesh is an easy 9, and I don't know why you're acting like AutoRemesher is somehow better. Sure, it's technically a tiny bit slower, but it gives you so much extra control by letting you decide the edge flow of your model.
Yeah Instantmesh is definitely very solid, the combing festure is key and gives it a lot of potential over the others you're right.
Instant Mesh seems come with triangle polygon while is not very good for further production ? not sure if there is control to avoid that.
There is a control in Instantmesh to force quads in the topology. Triangles are ok, just need to make sure they are in the right spots, they can be useful in areas of deformation.
@@yungfailee What do you mean, not good for further production? Have you ever downloaded a ripped model from a game before? They're always filled with triangles. Triangles are often used in professional settings to help the mesh overall, and are a perfectly acceptable quick solution, the stigma against tris in modeling isn't needed. Sure, try not to use too many, but the way instant meshes uses them is perfectly fine.
Yeah very true Fox, most game engines will triangulate your model anyway!
Might also be worth mentioning the Simplywrap add-on, albeit that’s more semi-automatic than fully automatic. Seems to require a few hands-on touches.
Oh yeah that add-on looks amazing, yeah I should maybe do an updated better version of this video, I missed a bunch of things
Isn't Simplywrap a ribbon addon, not retopology addon? Do you mean Quadwrap addon by same developer?
Great! im looking for 1 option add-ons for retopology and you show me a high 5 options! thank you.
Thanks sculpt! Glad it helped you explore more options!
Hate retopology and i dont do a realism so quad remesher is the BEST! Thank you!
Haha yeah sounds like it'll be right up your alley!
thx man I really enjoyed the content, I used to do retopology manualy, and I hate it.
Yeah no worries dude glad it helped! Yeah retopo isn't too fun haha, always feels like such a huge hurdle to get over in the pipeline
best plugins compare ever !!
Haha thanks Adi! I'm glad if it helped!
finaly someone do this
Haha thanks Math! I'm glad it's helpful!
This is so helpful Russell, thank you. Like you, I am more interested in the "fun stuff" not the tedious stuff. Question though: (forgive my ignorance) is the idea with the whole multi-res + shrink-wrap that you will bake a normal map for the low poly from the multi-res? Is that how you will have the detail but low poly count on the new model? Thanks!
Yeah no worries Chris! I'm glad if helped! Yup that's right, the high poly version is used to "bake" the details onto the low poly version. After you have you normal map with all the high poly details you don't need the high poly model anymore.
Hey man amazing video i have been trying to use qudremesher but when i add the shrink wrap modifier i get loads of flipped normals any idea how to easily fix this?
Thanks man! Oh hmm, can you select everything in Edit Mode and then press Shift+N to recalculate the normals? That usually fixes it for me. You may also need to press Alt+N to flip normals if that doesn't work.
very nice video
very cool channel you're putting together here, Russell; you deserve more subs
not sure where the figure of $60 for exoside remesher is coming from
latest from their website is $16 per quarter for subscription, so $64 for first year (excluding VAT which is 20% here in UK)
or buy perpetual licence for $110 (excluding VAT)
Thanks Sam! Oh sorry haha yeah the $60 is for the perpetual indie, non-commercial license which is where my head space is at since I am a terrible artist haha 😄
@@RussellMidfield ah, yes, of course (note to self: learn to read in 2022) :-)
Awesome video, definitely gave me some things to consider on my blender journey. Just to confirm, if I were to use any of these tools for game assets that I want to rig and animate it would be better to retopologize manually?
Thanks! Yeah I would suggest retopologizing manually if you plan on animating
@@RussellMidfield Okay cool, Thanks for the response! Helps out a lot!
No worries!
I’ll keep this in mind I when get payed next Friday for the quad remesher
Haha yeah good idea!
Quad remesher might just be a life saver for me. Retopology has been an absolute nightmare to "learn" (have never really gotten anywhere with it) and as a result I've not made nearly as much progress learning Blender in general as I'd like. This might help me move on some. And maybe give me something of a reference to work with for manually retopologizing the models that have been giving me so much headache.
Quick question, possibly silly: I notice that your high poly model is fully painted. Yet you mention the ability to paint being one of the reasons for retopology? I'm still a little confused as to the "process" of taking a sculpt from start to finish, and being able to simply sculpt and paint would itself save me a lot of trouble at times. So was that done by vertex painting or some other method? Thanks man! And again for sharing these!
Hey man! I hear ya on the pain of retopology haha, it can be a battle sometimes. Yeah, you can vertex painting and get pretty much the same result, the downside is that if you want to animate your character or port it over to a game it won't work. In this video I have done both, vertex painted the high poly and texture painted the low poly. Hope that helps!
Could you please do another comparison episode for Quadwild and Quad Remesher?
Oh yeah good idea, haven't heard of Quad Wild but I want to try it out
This was so INCREDIBLY helpful, thank you! I am still coming a crossed an issue though as I try to render my object. I have a simple, sculpted object created in Nomad which I then fixed the topology and brought down vertex count with Instant Mesh. I have it rotating and bobbing in blender. My confusion is that in adding the different modifiers, my vertex count goes up again, therefore I'm assuming making it still incredibly tedious and time consuming to render. What am I missing here?? My vertex count with the mods is almost (albeit slightly smaller) than before. I'm still a beginner so appreciate the help if this is a very obvious answer, thanks!
Next step is to bake! Then you can get rid of the modifiers that increase your vertex count. Search "Blender bake" and you'll be set!
THANK YOU!! Finally getting sweet relief from this, it's been plaguing me for far too long. Appreciate it and the speedy response!! @@RussellMidfield
Yeah no worries, best of luck on your 3d journey!
thanks
You're welcome Cindy! Thanks for stopping by!
Thank you for sharing! But if I may as will this also work on polygonal models as well? ( i want to fix bod topology with this)
Yeah for sure!
Any reason for leaving out Retopoflow 3 which has been around for a while? But thanks for the helpful video.
Oh gosh, for this one I wanted to focus on automatic retoplogy tools. I have and use Retopoflow on pretty much every model l make, its great, makes things a lot easier, but I don't really think of it as an automatic tool.
Very nice, but I wish you talked about Retopoflow 3 also.
Oh yes, Retopoflow is awesome! I have it and use it regularly! Maybe for another video!
I really like retopoflow but it becomes slow to a point of being unusable for me, and I have a 16core 3080 machine, so it really shouldn’t be that slow 😞
Yeah it's true, I find that too, bogs down the longer I use it, and/or if the model is complex.
I actually like manual retopology, it gives me more control over my characters. Since I don't work in the industry, time is not a factor since I'm just a hobbyist. Bsurfaces can speed it up some.
Yeah it's not bad once you get the hang of it, I really like Retopoflow and 3dcoat, makes it much more enjoyable an experience.
i wanna get into manual retopo too but ig im scared lol
Haha yeah I found it tough at first, but now I kind of like it. It's time consuming though which sucks haha.
It looks like these programs all worked well when starting with a well-topologized mesh. Any feedback when the initial mesh has lousy topology? I mostly work with mesh exports from CAD programs like Rhino 3D and the models produced from these sorts of programs typically have terrible topology (triangulated, non-uniform, etc.) since the export settings can be quite limited.
I would run a voxel remesh on the object first, this will give the object a uniform topology. Any non-uniformity or triangulation will be removed.
HARD surface CAD geometry is far superior to polygonmeshes and has infinite resolution with accurate form. Ask yourself exactely why would you what this?
Try using Vred, Deltagen, Unreal datasmith och just or any program built on the Open Cascade library, for example the small program CAD assistant.
@@bjornstrandberg8146 Do any of the programs you mentioned retopologize polygon meshes? You discuss the benefits of working with CAD, but I don't work with CAD, I work with the exports of CAD, which are polygon meshes.
Yeah good point!
@@bjornstrandberg8146 no sir, how about you ask yourself exactely why would you what this? and then you tell me, with a straight face, would you what this exactly yourslef?
Thank u so much for this! It’s really helpful 🥲I just have one question, about the face loops, in every program u mention, are they in order? Cuz even if the mesh looks fine, the face loops are always a mess 😢
Yeah no worries! I'm glad if it helped! The edge loops aren't the best in any of them if we're talking facial animation, they were all kind of messy on that front unfortunately
@@RussellMidfield Geez, that’s sad, but thank u so much for answering c:
No worries man, good luck out there
Pretty cool video. Now the question is have is, how well do these automatic toole work for deformations in animations?
Thanks man! They are OK I guess, obviously not as good as if you did it manually, I've noticed it the most around the knees and fingers where things just don't look right haha. I haven't done a ton of face animations, but for this video I used the topology from Quad Remesher for the facial expressions and I thought it worked well. More intricate lip-syncing is another question I haven't tested yet, perhaps in a future video I can test out the different topologies from this stuff and see how it performs!
@@RussellMidfield That's a great idea! Video comparing deformation and animation with each method would be great. You could use mixamo auto rig for fair testing and pre built animations to speed things up.
Yeah that's a good idea, thanks man!
Great guide! One big problem I still have though is none of these free ones have helped me with more complex meshes (i.e. asymmetrical creature sculptures with more polygons and fine details than the model in the video). They definitely get the polycount down by a lot, but a lot of the detail is also lost or messed up (like fingers and toes stuck together) and I can never have proper control over all the edgeflows in order to UV unwrap the model and add textures to it with no risk of massive stretching or really ugly seams. Right now Blender is the only program I know how to use, so I'm not sure if for example Substance Painter would help to somehow reduce the UV stretch automatically and allow me to add uniform, homogenous materials to the whole mesh. Does anyone have any advice in this case? Is there something I could do about this aside from actually retopologizing by hand?
Yeah the automatic ones all definitely leave something to be desired. There is an add-on called Retopoflow that makes manual retopology a little easier, but it's still manual. It's a paid add-on but you can get it free on github.
Great video first of all thank you for spend time to share but i thing an ultimate guide is a step by step guide on how to do for each topic and you obviate some little things
Yeah good point, sorry about that.
Life savior, thanks mate!
Yeah no worries Lucio! I'm glad it helped!
Hello Man! Sorry to ask such a trivial question, but should we apply those two or is it just fine to keep multires and shrinkwrap on the bar, still rather new with those things, asking in case that let's say I need to import the character in a game engine it will keep multires and shrinkwrap settings on the character even though I did not apply them, cause when I applied multires it was just counter intuitive taking in regard the fact that it increased the poly count to 1.7 mil when we want to lower the poly count, thank you very much for your time and video!
Yeah no worries! You have one high-poly instance of the model with the modifiers applied, and one low-poly instance with no modifiers at all. You then "bake" the details from the high-poly version onto the low poly. The low poly goes to the game engine. You can't import the version with modifiers unapplied, or if you could, it wouldn't be advisable.
@@RussellMidfield Thank you for the explanation! Do you have suggestions for tutorials regarding the process you explained regarding baking ? Right now I mainly know just how to sculpt in blender so I'm not too accustomed with the rest of the program details, Thank you very much!
If QuadMesher had that comb tool IGL has to give you more control over how they flow, it'd probably be a 20/10 cause it was kind of scuffed looking around the upper eyelids on what it had produced for you
Haha yeah its true, the comb is absolutely deadly, I'm surprised it doesn't have something better to control edge loops but I'm pretty happy with it nonetheless!
@@RussellMidfield Honestly seeing that really showed to me what has been so terribly lacking in automated 3d tools in general, just that lack of any influence you have over it.
Like combine that comb tool to control the flow and vertex groups for polygon density, and you'd have the king of automated retopology.
Something being entirely automated just won't ever really produce the sort of results you want with something like 3d model making, from the weights, UV,s and of course, the topology.
Automation needs guidance.
Yeah it's true, someone has got to put it all together, it's so close yet so far.
informative
Thanks ornr! I'm glad it helped!
I've been learning blender for a couple months now, first i focused on objects and then i started to do characters and now i want to try animate stuff but Retopology was not something i wanted to get in to right now so ive waited, If i would get that 60$ quad remesh addon would my sculpted models have good enough retopology to do face animations etc? :)
Yeah it's possible, but I'll be honest, there is a high probability that it won't be the best for the complexities that facial animation presents. You might get away with it for simple animations though! Best thing is to download the trial and see if it works for your use case. Good luck!
Thanky You. What about addon Tesselator?
Yeah no worries! Oh I haven't tried Tesselator yet, if I do I'll definitely do a video!
You said that auto-retopology is good for simple animation (but not complex, yah). What is an example of simple vs. complex? When do I need to roll up my sleeves and do it to it? Also, I saw you flash that Pose Library. Any chance you could show that off to us a little more?
Oh gosh good question haha, I suppose it's all subjective, but in my opinion, something simple where I have been satisfied with the results of automatic retopology in an animation is with like a walk or run or jump. Obviously you can have a very complex, nuanced walk, run, or jump animation though that may call for a more deliberate, manual retopology to be done. A more complex animation would be something with the hands, fingers, or the face. I did the facial poses in this video using the topology I got from the paid addon, Quad Remesher, and I think it did a half decent job, but if you wanted to do lip syncing I'm not sure the results would be the best.
Oh yeah for sure, a video on the Pose Library is a great idea!
@@RussellMidfield hi great video I know the work you do is a lot. Was wondering how you correct the topology from the automatic remesher to make it more useful for lip synch or other extreme animation. Do you add more loops or what?
Thanks SP. For lip synch animation I would probably redo the area around around mouth and nose, maybe around the eyes as well. Edge loops going around the mouth opening would be pretty important and none of the automatic retopology tools here did a great job at it.
Thanks for the video ! I'm always losing 15 hours to retopo my sculpts.. I'm considering to buy quad remesher, but I'm wondering if the topology is good enough for animation
Yeah no worries! Yeah it can feel like the whole process grinds to a halt sometimes when doing retopo...yeah I would say for simple stuff or low poly models you might be able to get away with Quad Remesher, I should do a video comparing something I do by hand. The face in this video was done with Quad Remesher and it was ok with making the faces which was nice. Not sure how it would perform with something more complex like lip syncing though.
For a model like this, wouldn't it make more sense to split it bilaterally before retopology, and the mirror and recombine it afterwards? Seems like you'd want symmetrical edge loops, and I noticed quite a bit of asymmetry in most of the results.
You'd want symmetry yeah!
How do you keep your textures when using quad remesher? Iam really looking for a program which retopos automatically like quadremesher and keeps the UV maps, that would he a dream.
I UV unwrap after I use Quad Remesher! Yeah if we could retopo and keep UVs easily that would be really nice.
@@RussellMidfield so what you do is you quad Remesh, then make the vertexes and uv map? Or you have the vertex paint on it, remesh and then unwrap, cuz when I got vertex paint on it, the quadremesh removes the vertex paint, do you know how to fix this issue? :)
Yeah, quad remesh first, then UV unwrap, then texture paint. I don't usually vertex paint since I find my computer slows down when I do it.
great tutorial, but when using quad remesher after i "remesh it" and have "use materials" checked i can't seem to see the materials on my model, just black, am i missing a step? any help would be appreicated
Oh hmm, I believe you need to he in vertex paint mode to see the color. That's about all I can think of.
@@RussellMidfield will give that a try, thank you for the fast reply, much appreciated👍👍
Yeah no worries, let me know how it goes
@@RussellMidfield will do👍👍
I am starting a personal project and I am trying to figure out how to do this. I do have a few questions though if anyone can answer.
The remesh is linked to the original sculpture but both are still in the project. Which one do you use to do the rigging and texturing? Can I delete the sculpt that the remesh came from and use that in a new project?
You use the remesh version for rigging and texturing. The high poly sculpt can be discarded or saved in a separate file once you have UV unwrapped the low poly and baked the details from the high poly to the low poly remesh.
@@RussellMidfield Thank you very much! Definitely subscribing and checking the rest of your content for more guidance
Thanks Eddy! Good luck on your 3d journey!
Hey! I make characters that I need game ready and I was wondering if the difference between Instant Mesh and Quad Meshes are that big of a difference in order for me to spend 60 dollars on it? Thanks!
For games I would say neither will do a good enough job but I would say InstantMesh should be fine!
Hey great video, do you recommend manually doing retopology or automatically for a 3D model which will be animated and used inside of a game engine?
Thanks Storm! For animation/games I recommend manually retoplogizing, making sure to maintain edge loops in key deformation areas Iike the shoulders, hands, hips, crotch, knees, ankles. Anywhere there is lots of bending!
@@RussellMidfield Thank you for the information!
wich one is better for hard surface model?? i made one with 15mil. active points in zbrush and i want to retopology. maybe in that case manual is better?
Manual is usually going to be better in my opinion. Quad is pretty good with hard surface, but obviously costs money which isn't the best.
It seems that quad remesher is the best? But for this extension, it is hard to figure out when the latest version of it published. I am afraid it is may be ... out of date for latest blender 3.6 or the coming 4.0.
Yeah quad remesher the paid one is the best in my opinion, but it's still far from perfect. Yeah not sure how it will work with 4.0 if there are huge changes, the website isn't super lively.
@@RussellMidfield I know it is far from perfect but currently the best. That's why I want to know the update logs, which I can't find on the official site.
@junweidong2448 yeah it's a good thought to have, a big update could make it worthless which would suck.
HELP! I purchased the quad remesher and im ultra upset with the results. Using the default setting my head model looks like sh... tryed different setting like using vertex paint and its not working! parts of the mesh are broken, the lips of all fkd up and stretches, i dont understand what did i pay for!
Oh no! Yeah it's not perfect, sometimes I have to run it a few times at different poly counts to get what I want, and sometimes I redo small parts manually, really depends on the model! Sorry it's not giving you the desired results!
IGL's looks fine to me, at least superior to anything I've been able to do manually so far. IF I decide to get into Blender for real, Quadremesher looks well worth the price, although for me it'll be something like 248 PLN
Yeah IGL is pretty good, hard to beat free. Yeah it's true, it's a little bit of a commitment to Blender with Quad as it isn't cheap. I usually end up doing a bit of manual adjustment now even with Quad so in hindsight maybe not as good as I originally thought.
@@RussellMidfield You know, the better it is, the less you have to adjust yourself 😉
Haha very true!
Hai which one I can buy add on? Because at list have 3 add on..
Hey Fadil! You can buy the Quad Remesher one, the others are free!
Hi thanks for the video, a query, would you recommend studying graphic design to be a 3D animator (also make shorts, if I want to make a script, storyboard, create characters and animate them, make environments, etc. that I should study? graphic design and animation? or just digital animation?)? I know that in design they teach about color theory and that, what do you recommend? : )
Hey Daniela! Yeah I think studying graphic design could be helpful in the 3d art space for sure! It could help in your ability to compose shots for storyboarding, and make your texturing more effective through your knowledge of color theory!
@@RussellMidfield Thank you, God bless you :)
Yeah no worries! Best of luck in your 3d art journey!
Is there an updated version of this? maybe new software introduced etc
No not yet, but that's a good idea!