Thanks Grant, I knew of the two but never really fully understood why there was the two different workflows for it so your video clears up all the confusion I had with it. :)
Very nice explanation. I only recently discovered Dyntopo, and it solved a lot of issues for me. However, I agree with you that it does produce a messy geometry. If only there was a way to have dyntopo generate quads exclusively... By the way, I didn't find the link to the retopology addon in the description you talked about in the video.
Great shortcut is if you're in modeling phase and press control 0-9 itll add a subdivision surface modifier already and set that number as the detail level. When you're in sculpt mode, itll automatically add the multires modifier instead of the subdivision surface one.
I used to use a MR method, but It's annoying to struggle with those detail and density control and I switched to Dyntopo and now completely happy having no problems. If you need a fine small details - just change a "Detail size " of Dyntopo parameter to smaller value
I'm shocked that I've been using Blender for 5 months already and there was not sculpting tutorial explaining this extremely IMPORTANT modifier. I used to work hard to generate less polygons as possible but then I found someone using this modifier Lol
I just learned Blender 2.8 has a "Bake from Multires" option for baking normal maps. Another great reason to use Multires, if you also need a low-poly sculpt with a normal map, instead of going through the usual normal baking process.
Hi! I am an on-again-off-again student of 3D modelling and animations. My focus is currently that of creating low-poly models with high-detail textures & normals using PDR materials as video game assets. I prefer box model first, and create high-quality meshes to be baked onto the low-poly mesh using sculpting. My problem so far is that, while I can sculpt some details with a mouse, I lack precise control; but when I used a graphic tablet (I have a Wacom Intuos tablet), I have trouble creating consistent details (like a straight border with minor erosion) since I often have to piggy-back and draw on the same region multiple times, and that creates really ugly lumps instead of a smooth surface. I tried using the smooth brush but that does not remove the inconsistent general shape. How do you manage this issue, like when you created smooths veins on an organic creature or the shape of the eyelids? Thank you very much!
in sculpt mode for very fine details whilst in dyntopo i use subdivide edges instead of subdivide collapse (whilst in relative detail with the brush detail set very low). It creates smoother details.
If you are working for low-poly with baked normals, then you should work more on the base low-poly mesh, and use multi-res for adding sculpt detail. There's a flatten/ contrast and the scrape/peaks brushes to make planar the areas that you want. Use the crease brush to increase contrast between areas. The initial low-poly shape is very important. If you make it well, you don't need to retopologize anything. Just add subdivision levels to the multi-res, and use it to bake a normal map.
This is what I was looking for as a clean explanation the difference between them and how we gonna use them together (Y) Thank you so much. In Blender 2.8 I think they have same ways to use, right? DO you have any 2.8 version of Dyntopo and Multires?
@@grabbitt Thank you Grant, I also work on an elephant and I'd like to see after dynotopolgy what is the proccess for retopology and normal bake for animation ready. If you help me about it I will be sooo glad.
In your video of the quick base mesh model you used dyntopo and explained the skin modifier and metaballs. I was completely confused when i tried to paint it because of the thousands of vertices and triangular faces in edit mode. So to paint on such do you use the topology face method like you did with the elephant or is there another way to do it? Thank you!
you could copy the details from your sculpture onto your new retopo model + multires modifier by using a shrinkwrap modifier instead of adding details again on the multires modifier
Would I be correct in assuming the Multiresolution modifier would keep the poly count constant? I'm looking to use Blender to make custom morphs for Daz3D,. For this purpose you can move the vertices around, but can't add or subtract verts.
Multiresolution Modifier does almost the same thing as the Subdivision Surface Modifier (Divides the polygon into 4 little polygons each time) the only diference is that the Multiresolution stores the polygon data in a way that makes posible sculpting without distorting the original mesh, while the Subsurf is mostly used for smoothing surfaces or just add more polygons to the mesh. So if you start, let's say with a 500 polygon model, using 3 levels of Subsurf or Multires will give you 32k polygon count which is (500 * 4)^3, in other words just divides each polygon consistently keeping quads as posible Hope I helped :D!
I'm not sure. I'm trying to nut out a process for making characters for Unity. Currently making them in Daz3D and exporting straight to Unity with blend shapes. I've been frustrated with the morphs in Daz, so I've got a process to export to Blender, alter the mesh, then re-import to Daz as a morph. With a few of these I'll be able to make new characters by mixing different custom morphs. While looking for tutorials on sculpting in Blender, I discovered Grant's channel. I'm loving his whole sculpting process, so now I'm considering ways to go straight from Blender to Unity. It means I'll have to reinvent a lot of stuff that Daz does by default, but it also means I can make LODs (Daz's base mesh is 20k).
Ryan Hough Just depends on how much detail you want and what kind of performance you dont mind working with. A better card is going to give you millions more polygons of detail. What you're talking about you can probably go to 20 million perhaps? A trick to use is that once you're doing a final detail pass, do your detail flood fill on a very high amount of resolution and then turn your dyntopo off, since while it's on it's going to be slower but doesn't need left on for final work.
shamanik1320 ah thanks man iv only recently started using blender and was worried my 1050 wouldn't handle it but it seems to be OK so far, I guess as I progress il have to upgrade my gpu. Thanks for that tip I haven't heard it before.
Ryan Hough Sure thing. Got it from the Mastering Sculpting course made by Zecharias Reinhardt. If you ever get a 1080 (although 1100s are around the corner) make sure you get one with ddrx5 memory and not plain ddr. I'm still using a 4gb 680 and it's doing pretty good but I want to upgrade someday.
shamanik1320 yeah il take a look into that later, I built my pc at the beginning of this year and gpus were crazy expensive so ii built a pretty solid system and just put a 1050 in I was planning a 1070 but it pushed way over my budget. Is a 1070 powerful enough?
I'm creating a VIDEO GAME, I just created over 200 full body characters from here to toe in blender. I just need to add fine detail like wrinkles, the puffiness under the eyes etc. What is the best method to use DYNTOPO or MULTI-RESOLUTION? But I DON'T want to go through the trouble of Retopologzing all 200 characters just so it could render. I just want a straightforward flat answer.
@@grabbitt I was panicking because I thought if I use Dyntopo or multi-resolution and start sculpting them, my characters would suffer when it was time to render and put them in-game but you have brought peace back to my valley.
Hi, im newbie in blender, I used detailed modeling and sculpting in multires and my basic model shape is far cry of how multires model look. How I can sync the basic model to the multires?
So after I apply multires modifier to my mesh my topology becomes dense right? So do I have to retopologize the mesh again after sculpting details before proceeding to Uv umwrapping?
Trying to be an indie Gamedev Is Blender enough or do we need Zbrush for better Sculpting and Retopologizing (Solids, Characters, Fabric, Trees, Vehicies, etc) ?
I would stuck with blender personally to keep costs down. You can do everything the others do. It sometimes takes a little longer but there are also great addon to speed things up
@@grabbitt so could we say, you can create your character from scratch using dyntopo, and when its finished, drop a multiresolution modifier in it to make final details and removing that harsh lil triangles look?
Whoa man can't believe it..I just wanted this thing 👌👌👌 thank you mann! (Edit) and plzz grant can u provide me with skin folds texture for my dog for sculpting plzzzz plzzz I will be very thankful to u. Plz do it for ur subscriber🙏
Yes gabbitt.co.uk/tutorials-1/sculpting/index.html There's a link to on my site. It's still not really cheap but it's the best price for quality and you dont have to keep plugging the pen in. The pressure sensitivity is very good and it's easy to install and use. (it's an affiliated link so you will be supporting me if you click on it. But I can thoroughly recommend it. It's easily the best in it's price range )
Plain, simple and to the point. Many thanks
Thanks Grant, I knew of the two but never really fully understood why there was the two different workflows for it so your video clears up all the confusion I had with it. :)
Yet another great Blender vid from Grant Abbitt. Somehow he manages to get quite in-depth but remains clear throughout. Great stuff.
Thanks very much :)
I was trying to figure out the best way of doing this today but kept doing it back to front. Thank you you're a life saver.
Nice and clear! Love your videos
Thanks :)
Very nice explanation. I only recently discovered Dyntopo, and it solved a lot of issues for me. However, I agree with you that it does produce a messy geometry. If only there was a way to have dyntopo generate quads exclusively... By the way, I didn't find the link to the retopology addon in the description you talked about in the video.
Yes, must remember to put the link in
I was doing exacly this on a little creature, thanks for the multiresolition tip!
Thank you for not deleting the default cube and adding another Cube in the beginning
Thanks for helpful video! Very usefull information, for me especially about workflow.
Finally, a good comparison and explanation video. Thank you! Where did you get those brushes for the rocks if you don't mind the question?
probably textures.com
thank you so much for sharing your knowledge i found your videos very helpful!! you are a great artist!! :D
You people are angels of God. Thank u so much.
Thank you!
You sure are a sculpting master
Thanks :)
Great shortcut is if you're in modeling phase and press control 0-9 itll add a subdivision surface modifier already and set that number as the detail level.
When you're in sculpt mode, itll automatically add the multires modifier instead of the subdivision surface one.
thanks
what happens at 7 I wonder ^^
Brand new to all this. Thanks so much for sharing your knowledge. Been learning a lot!
thanks :)
So good thanks a lot , you helped me a lot that you cant even imagine how much
Perfect!
Thanks so much man, this was super helpful! Also, your voice is amazing :D
Thanks :)
Dear god you´re amazinh!!!
I used to use a MR method, but It's annoying to struggle with those detail and density control and I switched to Dyntopo and now completely happy having no problems. If you need a fine small details - just change a "Detail size " of Dyntopo parameter to smaller value
indeed
Excellent distinction, thank you. I was struggling with using dyntopo with with a custom brush set and think I should have tried the subsurface mod.
Good to hear 😃
very good!
I'm shocked that I've been using Blender for 5 months already and there was not sculpting tutorial explaining this extremely IMPORTANT modifier. I used to work hard to generate less polygons as possible but then I found someone using this modifier Lol
I just learned Blender 2.8 has a "Bake from Multires" option for baking normal maps.
Another great reason to use Multires, if you also need a low-poly sculpt with a normal map, instead of going through the usual normal baking process.
indeed :)
This was so helpful!!!
sculpting guys usually don't delete the default cube. they can make everything of it. Thanks)
Hi! I am an on-again-off-again student of 3D modelling and animations. My focus is currently that of creating low-poly models with high-detail textures & normals using PDR materials as video game assets. I prefer box model first, and create high-quality meshes to be baked onto the low-poly mesh using sculpting.
My problem so far is that, while I can sculpt some details with a mouse, I lack precise control; but when I used a graphic tablet (I have a Wacom Intuos tablet), I have trouble creating consistent details (like a straight border with minor erosion) since I often have to piggy-back and draw on the same region multiple times, and that creates really ugly lumps instead of a smooth surface. I tried using the smooth brush but that does not remove the inconsistent general shape.
How do you manage this issue, like when you created smooths veins on an organic creature or the shape of the eyelids? Thank you very much!
in sculpt mode for very fine details whilst in dyntopo i use subdivide edges instead of subdivide collapse (whilst in relative detail with the brush detail set very low). It creates smoother details.
Thank you again. By the way, would you do a video on the detailed settings on the sculpt brush? Like what anchor does?
If you are working for low-poly with baked normals, then you should work more on the base low-poly mesh, and use multi-res for adding sculpt detail. There's a flatten/ contrast and the scrape/peaks brushes to make planar the areas that you want. Use the crease brush to increase contrast between areas.
The initial low-poly shape is very important. If you make it well, you don't need to retopologize anything. Just add subdivision levels to the multi-res, and use it to bake a normal map.
This explains a lot of my recent mistakes. Any videos or good resources on re-doing Topology? I get the idea but in practice it looks like a pain!
I go through retopology in my spartan warrior series :)
ty dude nice tutorial
Thanks :)
This is what I was looking for as a clean explanation the difference between them and how we gonna use them together (Y) Thank you so much. In Blender 2.8 I think they have same ways to use, right? DO you have any 2.8 version of Dyntopo and Multires?
Not yet but I will eventually 😃
@@grabbitt Thank you Grant, I also work on an elephant and I'd like to see after dynotopolgy what is the proccess for retopology and normal bake for animation ready. If you help me about it I will be sooo glad.
perfect, cheers G
Woah
You literally just read my mind!
I was just wandering about this!
thanks Guy !
Thanks :)
In your video of the quick base mesh model you used dyntopo and explained the skin modifier and metaballs. I was completely confused when i tried to paint it because of the thousands of vertices and triangular faces in edit mode. So to paint on such do you use the topology face method like you did with the elephant or is there another way to do it? Thank you!
you have to retopo in order to paint yes
you could copy the details from your sculpture onto your new retopo model + multires modifier by using a shrinkwrap modifier instead of adding details again on the multires modifier
yes but the shrink wrap does not always capture all the details i find
Very helpful thank you!
Thanks :)
Thanks, man!
Would I be correct in assuming the Multiresolution modifier would keep the poly count constant? I'm looking to use Blender to make custom morphs for Daz3D,. For this purpose you can move the vertices around, but can't add or subtract verts.
Multiresolution Modifier does almost the same thing as the Subdivision Surface Modifier (Divides the polygon into 4 little polygons each time) the only diference is that the Multiresolution stores the polygon data in a way that makes posible sculpting without distorting the original mesh, while the Subsurf is mostly used for smoothing surfaces or just add more polygons to the mesh.
So if you start, let's say with a 500 polygon model, using 3 levels of Subsurf or Multires will give you 32k polygon count which is (500 * 4)^3, in other words just divides each polygon consistently keeping quads as posible
Hope I helped :D!
Yes as John says...
Would I be correct in saying that Dorian is likely looking for morph targets or shape keys???
I'm not sure. I'm trying to nut out a process for making characters for Unity. Currently making them in Daz3D and exporting straight to Unity with blend shapes. I've been frustrated with the morphs in Daz, so I've got a process to export to Blender, alter the mesh, then re-import to Daz as a morph. With a few of these I'll be able to make new characters by mixing different custom morphs.
While looking for tutorials on sculpting in Blender, I discovered Grant's channel. I'm loving his whole sculpting process, so now I'm considering ways to go straight from Blender to Unity. It means I'll have to reinvent a lot of stuff that Daz does by default, but it also means I can make LODs (Daz's base mesh is 20k).
helped me a bunch
Good to hear :)
Thank you for sharing. How do you "flatten" (smooth) irregular surfaces so that it will not show any "bumps"?
Hold shift
@@grabbitt yes, that´s the default method, but when you do it too much, you loose detail. I guess a flat smooth brush should do the trick.
@@activemotionpictures yes if you want to flatten a surface
What graphics ard have you got? Will a 2gb 1050 be enough for this? Good video I learnt some new things thanks
Ryan Hough Just depends on how much detail you want and what kind of performance you dont mind working with. A better card is going to give you millions more polygons of detail. What you're talking about you can probably go to 20 million perhaps? A trick to use is that once you're doing a final detail pass, do your detail flood fill on a very high amount of resolution and then turn your dyntopo off, since while it's on it's going to be slower but doesn't need left on for final work.
shamanik1320 ah thanks man iv only recently started using blender and was worried my 1050 wouldn't handle it but it seems to be OK so far, I guess as I progress il have to upgrade my gpu. Thanks for that tip I haven't heard it before.
Ryan Hough Sure thing. Got it from the Mastering Sculpting course made by Zecharias Reinhardt.
If you ever get a 1080 (although 1100s are around the corner) make sure you get one with ddrx5 memory and not plain ddr.
I'm still using a 4gb 680 and it's doing pretty good but I want to upgrade someday.
shamanik1320 yeah il take a look into that later, I built my pc at the beginning of this year and gpus were crazy expensive so ii built a pretty solid system and just put a 1050 in I was planning a 1070 but it pushed way over my budget. Is a 1070 powerful enough?
i have a gtx 980
@ 1:29 very confusing. you are adding resolution with the modifier than removing it; how is this different than subdivision modifier?
Can I paint different color areas on a single sculpted HI-polygon object somehow without making UV-unwrap in Blender?
vertex painting
I'm creating a VIDEO GAME, I just created over 200 full body characters from here to toe in blender.
I just need to add fine detail like wrinkles, the puffiness under the eyes etc.
What is the best method to use DYNTOPO or MULTI-RESOLUTION?
But I DON'T want to go through the trouble of Retopologzing all 200 characters just so it could render.
I just want a straightforward flat answer.
multiresolution you dont have to retopo you use the low resolution
@@grabbitt I was panicking because I thought if I use Dyntopo or multi-resolution and start sculpting them, my characters would suffer when it was time to render and put them in-game but you have brought peace back to my valley.
@@spittingame4241 dyntopo will change them but multiresolution will wrk
Hi, im newbie in blender, I used detailed modeling and sculpting in multires and my basic model shape is far cry of how multires model look. How I can sync the basic model to the multires?
not sure you can after the fact. but if you turn off the levels of complexity then it should still be there
So after I apply multires modifier to my mesh my topology becomes dense right? So do I have to retopologize the mesh again after sculpting details before proceeding to Uv umwrapping?
No you bake from high to low
Trying to be an indie Gamedev
Is Blender enough or do we need Zbrush for better Sculpting and Retopologizing (Solids, Characters, Fabric, Trees, Vehicies, etc) ?
I would stuck with blender personally to keep costs down. You can do everything the others do. It sometimes takes a little longer but there are also great addon to speed things up
@@grabbitt Thanks I'm slightly reassured now
its humans do stuffs not software, zbrush wont give u skill, u can learn zbrush anytime more fast than just learn scuplt i think.
so to sculpt a detailed character stick with multi resolution for animating and use for games will not require to re topology the models right?
Yes that is one way of approaching it
What if u used multires, apply, go to dyntopo, aply fill detail and do a new multires and go sculpting?
Yes that can work but it will increase your poly count a lot
@@grabbitt so could we say, you can create your character from scratch using dyntopo, and when its finished, drop a multiresolution modifier in it to make final details and removing that harsh lil triangles look?
you could but your mesh may become very high from the multiresolution but it is possible
@@grabbitt oh my...im missing zbrush....well...the mesh can be very high...but if you will do retopo later...isnt a real problem, right?
@@SonnyBurnett2008 yes
Whoa man can't believe it..I just wanted this thing 👌👌👌 thank you mann!
(Edit) and plzz grant can u provide me with skin folds texture for my dog for sculpting plzzzz plzzz
I will be very thankful to u. Plz do it for ur subscriber🙏
email me and i'll send some across. grant.abbitt@gmail.com
Grant Abbitt just did .. Thankyou 😄
difference: one is desctructive, the other isn't....right?
yes
how do you UV unwrap a model with so much details?
Retopology
Now I understand why I didn't get good results sculpting xD
Just wondering, do you recommend any graphics tablet for beginners that's relatively cheap?
Yes gabbitt.co.uk/tutorials-1/sculpting/index.html There's a link to on my site. It's still not really cheap but it's the best price for quality and you dont have to keep plugging the pen in. The pressure sensitivity is very good and it's easy to install and use. (it's an affiliated link so you will be supporting me if you click on it. But I can thoroughly recommend it. It's easily the best in it's price range )
Grant Abbitt Thanks a million
Cool