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
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.
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!
This video my friend, was quite informative. I loved how you tackled intricate issues I also come across, especially with topology, and normal shading artifacts. Thank you for teaching me about the data transfer modifier.
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
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
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.
You can almost hear a "pop" sound effect when you turn the data transfer operation back on and the wonkiness disappears
fantastic - adding small details on sub-ds is the bane of my existence
That's why they invented Plasticity. 😅
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.
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?
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!
This video my friend, was quite informative. I loved how you tackled intricate issues I also come across, especially with topology, and normal shading artifacts. Thank you for teaching me about the data transfer modifier.
Again learned more than I want to admit. Great work!
Once again, you're teaching style is the best!
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 🙌
Perfectly shown, it's rare when I'd need this much perfection, but damn is that useful to know!
😮 thx 👍
Great tutorial
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
this is great. Thanks.
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. 👍🏻
Thanks Man ...Great tutorial ...this will solve my problem
Excellent!
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.
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
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.
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.