Commenting just to express my appreciation of you actually showing the result before telling people how to do it. So many tutorials don't even do this, makign the viewier wondering why they should even bother to watch the rest of the video.
Fantastic use for the transfer data modifier! Personally I use a similar technique with the shrinkwrap modifier, conceptually is basically the same. But it's always great to learn new techniques
This tutorial is exceptionally well-done. The demonstrated technique will prove invaluable when we need to make real-time adjustments or implement changes dynamically. Great work!
The good thing about this method ( i used it in the past) is that you can lock the normals and actually send it to other applications (with modifiers applied, of course) and it'll look as it should, with proper shading, none the less for product modeling if needed i would suggest Subd + Shrinkwrap method as it'll physically project and pull the denser vertex into the actual 3D space location, not being just a "normal trick" lets say. But of course combining these 2 methods, specially for personal or portfolio projects, it's a must, and great thing of both methods is that you can re-model or rework just a section of the model itself, doing it by panels or by parts, by sections.
The shrinkwrap method doesn't produce as good a result as the data transfer method. I recorded a followup video to specifically address this point that a number of people have made. ua-cam.com/video/QxOZ5NOrSYA/v-deo.html
@@christopher3d475 I just saw the video, i appreciate the fact you compared both and made a video about it. None the less as you suggested and as i did on this comment, i still think it is great o know both methods and use them both according to what's needed, in some cases the geometry (vertex pull to projected location) is essential and in some others it's just purely about shading, none the less of course we can also use both on the same detail/paneling mesh to achieve a perfect result. The only thing i'll point out about shrinkwrap method, is that the mesh target should be 1 or up to 2 higher subdivision levels than the final mesh, in order to achieve a proper "pull" of the vertex, nice video tho.
I knew of this technique but I have never really tried it out myself. Very useful. But how compatible is this with other software, game engines etc? Or is this just something that works inside of Blender. I learned, I pay.❤
If you export a model with this Data Transfer function applied, then exporting the modifier stack is 'flattened' and the normals baked into the exported model. I did a video showing this here: ua-cam.com/video/xfVzcqhBQ00/v-deo.html
I actually recorded a followup video where I comment on using Shrinkwrap, why it's not a replacement for using Data Transfer in this case. ua-cam.com/video/QxOZ5NOrSYA/v-deo.html
Excellent stuff! Could you remove that final bit of kink in the surface by subdividing the mesh one more step before cutting the hole in it? What would the downside be (other than not really having an 'editable' low poly mesh anymore.. but would you make big edits anyways once you get to this stage? Maybe create a duplicate body for the small details and keep the original backed up..).
When you export a model, many export formats apply the modifier stack and 'bake' the normals into it, so this data will transport to other applications. I did a video on it recently. ua-cam.com/video/xfVzcqhBQ00/v-deo.html
Actually it can. If you export this, Blender applies the modifier baking those normals into the mesh. Look back a few videos, I did a tutorial on it. And yes, good topology is always a best first defense, but in situations like this, you're going to spend a lot of time trying to come up with good geometry for such a small localized area.
Unfortunately with subdivision surfaces you're going to run into situations like this at times. No amount of finagling the geometry is going to get around some things. Besides, this is how NURBS generated meshes get such good shading, they pull shading from the mathematically perfect NURBS data and drop in onto less than perfect derived geometry.
Just another way of doing things, that's what he's showing us. There might be situations where this technique is overkill and better solutions exist. Or there might be situations where there this is better or faster. It's not that complicated anyway.
Commenting just to express my appreciation of you actually showing the result before telling people how to do it. So many tutorials don't even do this, makign the viewier wondering why they should even bother to watch the rest of the video.
This is the first time I've seen someone using Data Transfer. Thank you, Christopher.
fantastic - adding small details on sub-ds is the bane of my existence
That's why they invented Plasticity. 😅
You can almost hear a "pop" sound effect when you turn the data transfer operation back on and the wonkiness disappears
Like the vacuum seals on jar lids
I have been doing 3d for about 14 years.. after seeing this tutorial...it really blew my mind...thankyou for such a great description
Besides the main topic, I've learned so much on using Blender just by looking at how you handle things. Thanks!
Fantastic use for the transfer data modifier! Personally I use a similar technique with the shrinkwrap modifier, conceptually is basically the same. But it's always great to learn new techniques
Yeah, the two have overlapping uses.
This tutorial is exceptionally well-done. The demonstrated technique will prove invaluable when we need to make real-time adjustments or implement changes dynamically. Great work!
Well, when compositional artists took over during 2.8 redesign they removed noised technical matcap that is used for detecting curvature issues.
Once again, your teaching style is the best!
Perfectly shown, it's rare when I'd need this much perfection, but damn is that useful to know!
Best "in depth" and explanatory channel ever ❤️
Absolutely fantastic, thanks man, just improved my workflow.
Again learned more than I want to admit. Great work!
The good thing about this method ( i used it in the past) is that you can lock the normals and actually send it to other applications (with modifiers applied, of course) and it'll look as it should, with proper shading, none the less for product modeling if needed i would suggest Subd + Shrinkwrap method as it'll physically project and pull the denser vertex into the actual 3D space location, not being just a "normal trick" lets say. But of course combining these 2 methods, specially for personal or portfolio projects, it's a must, and great thing of both methods is that you can re-model or rework just a section of the model itself, doing it by panels or by parts, by sections.
The shrinkwrap method doesn't produce as good a result as the data transfer method. I recorded a followup video to specifically address this point that a number of people have made. ua-cam.com/video/QxOZ5NOrSYA/v-deo.html
@@christopher3d475 I just saw the video, i appreciate the fact you compared both and made a video about it. None the less as you suggested and as i did on this comment, i still think it is great o know both methods and use them both according to what's needed, in some cases the geometry (vertex pull to projected location) is essential and in some others it's just purely about shading, none the less of course we can also use both on the same detail/paneling mesh to achieve a perfect result. The only thing i'll point out about shrinkwrap method, is that the mesh target should be 1 or up to 2 higher subdivision levels than the final mesh, in order to achieve a proper "pull" of the vertex, nice video tho.
@@christopher3d475 Is your method also known as Normal Transfer?
Wow this is professional grade knowledge. Thank you for sharing.
I knew of this technique but I have never really tried it out myself. Very useful. But how compatible is this with other software, game engines etc? Or is this just something that works inside of Blender. I learned, I pay.❤
If you export a model with this Data Transfer function applied, then exporting the modifier stack is 'flattened' and the normals baked into the exported model. I did a video showing this here: ua-cam.com/video/xfVzcqhBQ00/v-deo.html
Ah thanks a lot, I had missed that video of yours. 👍🏻
Fantastic and very informative video, thank you!
Not sure if you made this because of my comment but this is exactly what I was looking for, Thanks!
(P.s Please cover more Data Transfer tool usage)
+1
I would have used shirkwrap to warp the wonky part on the pristine geometry (after subD)
This method works too 👌🏻 learned another new thing.
I actually recorded a followup video where I comment on using Shrinkwrap, why it's not a replacement for using Data Transfer in this case. ua-cam.com/video/QxOZ5NOrSYA/v-deo.html
@@christopher3d475 Nice 🙌
Great tutorial
Excellent!
this is great. Thanks.
😮 thx 👍
Excellent stuff! Could you remove that final bit of kink in the surface by subdividing the mesh one more step before cutting the hole in it? What would the downside be (other than not really having an 'editable' low poly mesh anymore.. but would you make big edits anyways once you get to this stage? Maybe create a duplicate body for the small details and keep the original backed up..).
yes, there are any number of other things you can do here. But I didn't want to add anymore complexity to the existing cage.
@5:28 which key did you press to bring up that menu?
Pretty sure that's the basic right click menu you get when in edit mode with faces
Yes just a right click for context menu.
I really REALLY wish there is an easier way to do this, this is just too much drama.
But thanks for showing the current way to do it nonetheless :D
Once you've done it a few times, it's not that bad honestly.
Does this also works with shrinkwrap and vertex groups?
Yes, shrinkwrap can be used in some scenarios. If you watch this video, it'll show you a combination of both. ua-cam.com/video/Eu9abP0LIb8/v-deo.html
Amazing trick but i have a question would this method work if you are modling lets say a gun for a game ?
When you export a model, many export formats apply the modifier stack and 'bake' the normals into it, so this data will transport to other applications. I did a video on it recently. ua-cam.com/video/xfVzcqhBQ00/v-deo.html
@@christopher3d475 thank you so much
Neat
That's a wonderful tool! Too bad it can't "transfer data" into other software, learning good topology is still very important
Actually it can. If you export this, Blender applies the modifier baking those normals into the mesh. Look back a few videos, I did a tutorial on it. And yes, good topology is always a best first defense, but in situations like this, you're going to spend a lot of time trying to come up with good geometry for such a small localized area.
Thanks Man ...Great tutorial ...this will solve my problem
🤯
too much work. there has to be a better solution than this modifier madness. Besides, this only fixes the shading, not the shi**y geometry :(
Unfortunately with subdivision surfaces you're going to run into situations like this at times. No amount of finagling the geometry is going to get around some things. Besides, this is how NURBS generated meshes get such good shading, they pull shading from the mathematically perfect NURBS data and drop in onto less than perfect derived geometry.
Instead of using Data transfer modifier to fix normals you can use Shrinkwrap modifier to actually fix geometry.
Just another way of doing things, that's what he's showing us. There might be situations where this technique is overkill and better solutions exist. Or there might be situations where there this is better or faster. It's not that complicated anyway.
I think our job is to serve the vision, and as long as it solves the problem, I think the data transfer modifier is great.
You can fix it by making the mesh super dense but the tradeoff would be a heavy model.
Bruh will change everything, nothing's going to be normal! Heheh get it? Because normals... changing... kkbye