I Need The Quickest Retopology For My Characters!

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  • Опубліковано 16 лют 2023
  • If you like my horror game development process, you can support it on my Patreon page: / borodante
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КОМЕНТАРІ • 54

  • @maximogallardo1841
    @maximogallardo1841 Рік тому +49

    Uploaded 38 seconds ago . . .
    *Pin me*

  • @3polygons
    @3polygons Рік тому +10

    I kind of like the manual retopology thing as in I'm old school (and, er, just old) that we used to optimize every polygon (for mobile games, before in arcane PCs of the time, etc). Also as you build so the best wires flow for animation (bending, expressions, muscles flow/contractions, etc). And in Blender is kind of a comfy process with snapping on surface and some other tricks, it's kind of a simple (but tedious) process, that mostly gives tons of control. But yeah... as an indy, and having to retopo suddenly a bunch of characters (enemies, NPCs, etc) I'd probably at least cut a 70% (or 99%) with auto tools. I'm told 3DCoat's auto retopo is great, and I really Iike their "option to convert subscription to permanent purchase", and they're not particularly expensive compared to the big names (3DS, Maya, Cinema, Zbrush...).
    But I guess I'd go Quad Remesher too (and some final manual touch, specially for a main character), as one saves a lot of money and time so. For a first pass, I like the wires in the video (in the little I can see for real situations, ie, once rigged testing bending, etc), as I liked it in their sites examples. The real test is imo a face with all its expressions (be it using micro bones or morph keys or etc). As there you'd better have the wires in the flow the face muscles are gonna pull, form the wrinkles, etc.
    I have not used it yet, but the meshes that Quad Remesher's Blender (and other apps) plugin look quite decent for a first pass. I know I'd really like to fine tune some areas. But if it removes a ton of work... heck, it's welcome. Coincidentally, I was looking at this days ago, as I had to get back to 3D for a project, and I could see that this is one of the best solutions for Blender at the moment, and IMO it's inexpensive (I dislike saying that, as everyone's situation, country, etc, is a totally different world), if we compare it to other commercial plugins and apps.
    I find these matters *very* interesting. Even if AI is going to destroy the need to fiddle with this pretty soon. I am very well versed in Uv Mapping, and surely it will kill it too... As much as I love the control I get doing it manually, they're two areas I'll be happily enjoy seeing automated (unlike painting). That is, when and *if* they get to do it super well without any refining. That and generating in-betweens for 2D animations (pretty plueaze). Tho I feel for in-betweeners jobs... heck...
    For some reason, these enemies make me think a lot of Doom 3 and the old Half-Life (and Alien, the original movie). Which is definitely not a bad thing.

  • @TheFrettchen555
    @TheFrettchen555 Рік тому +2

    I was just doing some retypology and browing your channel a bit so this video came up perfectly :*) You just saved me hours of work for retopo

  • @harteconn
    @harteconn Рік тому +5

    These retops are looking great! Can't wait to see how the bakes turn out, substance painter can be quite a beast for texturing things, and they have a new baking mode which is extremely useful to play around with

    • @BoroCG
      @BoroCG  Рік тому +4

      Yeah I'm also curious about that baking update. Will see how it goes - after I try rigging and animating these guys

  • @donhoolieo4896
    @donhoolieo4896 Рік тому +1

    Boro! You're the man! Thanks for posting your development process. I struggle with this issue myself and have turn towards the traditional retopo methods. Which as an artist, I'm sure you will agree, is not fun... Just like UV unwrapping lol This workflow you got here is simplistic yet you're able to still have control over your model. Great work and I will definitely be trying this workflow out going forward.

  • @westingtyler2
    @westingtyler2 Рік тому +5

    I imagine soon there will be some kind of merge with quad remesher and the character's rig, where it calculates how it's going to move based on the rig you provided, and remeshes around the joints uniquely. this is going to be nuts.

  • @TheDarkRane
    @TheDarkRane Рік тому +4

    Super curious what your game dev studio would be called. You always have interesting names for things.

  • @Mejo112
    @Mejo112 Рік тому +33

    I work on game and what i can tell you for props i use about 500 verices and for characters use 15000,it is also important to show what is important in the game, but if you are going for a realistic i.e. detailed model, then put a little more polygons, and when you import those models into UE, it will convert them into triangles, so I would also pay attention to the number of triangles on the models, as well models that are far away and not accessible to the player put an even smaller number of polygons and even lower texture resolution

    • @anguishedcarpet
      @anguishedcarpet 9 місяців тому +5

      15000 polys per hero character is like mobile game dev numbers bruv, he's going for a realistic horror game, his polycounts on enemies are going to be BARE MINIMUM twice that amount. Intelligently designing props that will never be near the camera is good advice though

    • @Ujjwalkumar-je3me
      @Ujjwalkumar-je3me 2 місяці тому

      ​@@anguishedcarpet maybe but maybe not, Most modern indie games still have about 15000 polis for main characters infact its the recommend amount even for studios, In cutscenes it can get bumped to a 30k

  • @dreadwinter
    @dreadwinter Рік тому +3

    Theyre looking really good! In my pretty limited experience, i find that using Shrinkwrap with the Project wrap method, Outside/Above surface and both Negative and Positive axises enabled usually gives the best results.

    • @rickysargulesh1053
      @rickysargulesh1053 Рік тому +2

      Yep Shrinkwrap is perfect for retopo. I used the same workflow with QuadRemesher and Shrinkwrap and got good results

  • @Klosterliv
    @Klosterliv Рік тому +1

    As far as I understand quad remesher is the same algorithm by the same company as ZRemesher. In that case I'm guessing Use Materials is like use polygroups in Zbrush which is critical in getting better edge flow/loops!
    If that is the case, try that with another material to preserve the outlines of some forms, and also something like adding a loop of one material around the socket of limbs for better easier-to-rig topology and avoid spirals.
    I also feel like instead of fiddling with the settings on small parts like the small ribcage details you could just delete that part and manually retopo it in like 3 minutes for the best result. ;- )

  • @TorQueMoD
    @TorQueMoD 4 місяці тому

    The only issue I've had with autoretopology is that the edge loops tend to spiral all over the place which gives you a lot of deformation problems when animating. I limit auto retopo to static meshes and use hand retopo tools for characters. My go to is actually 3D Coat. Also, a tip for how to decide what the polycount should be a for a character - you need to figure out how many of them you want to have on scene at once. Today 100K for a character model is fine, so if you have 10 of them in scene at once, then 10K each would be fine. If you only have 3, then 33K each would work. Also, UE's built in decemation is amazing and it works for skeletal meshes as well, so you really only have to worry about the highest quality and let the engine do the rest.

  • @rickysargulesh1053
    @rickysargulesh1053 Рік тому +8

    In my experience automatic retopology is a little problematic for rigging later on but I hope it works out. really love the series and learning a lot from you on the way. also focus on triangle count. that's what really matters

  • @R0w4nH0pk1ns
    @R0w4nH0pk1ns Рік тому

    I think for the cradle one, it would be cool to have movements on the hand sort of pull the rest of it's body back a little bit
    Edit: personally, for retopology I mostly only go as far as reducing the count but also keeping everything in quads, but that's mostly because I sell the models on the unreal marketplace and would rather it be easier for my customers to make tweaks to the models than to hit the really low poly counts. Also nanite can pick up the slack from that anyway

  • @nicksyoutubeaccount
    @nicksyoutubeaccount Рік тому

    That looks sick

  • @kritzstudio
    @kritzstudio Рік тому

    I ask you a question, when you run the quad remesher, what do you do with Shwrinkwrap, do you select a high poly mesh?, or do you assign it to the same mesh that you are doing the retopology?

  • @aopaul
    @aopaul Місяць тому

    "This is looking a bit 2010" ha ha ha ha... never thought I'd see there's NOT ENOUGH polys. What a time to be alive.

  • @the_RCB_films
    @the_RCB_films Рік тому +1

    I wanna play your game already lmao

  • @UrpKaka-dl8mt
    @UrpKaka-dl8mt Рік тому

    Can you make different Models for the Same enemies. Little variations?😅

  • @IrocZIV
    @IrocZIV Рік тому +3

    Will you have the egg yolks burst if they take damage? Could make a difference in how the underlying structure gets used.

  • @bamer94
    @bamer94 Рік тому

    Have you tried CozyBlanket on iPad?

  • @Wodgedev
    @Wodgedev Рік тому +1

    The low poly models always look worse, but once you map the high poly normals to it, they'll look as intended again

  • @ManAtPlay
    @ManAtPlay Рік тому

    Thanks for sharing process and for helping Ukraine 🇺🇦

  • @RutabagaSwe
    @RutabagaSwe Рік тому

    Granted it's been a while since i worked with 3D models for actual games, but these seem quite dense, even for the highest resolution of LOD.

    • @ChillieGaming
      @ChillieGaming 5 місяців тому +1

      What do u mean?
      Some characters in AAA games are between 150,000 triangles to 250,000 triangles.
      So these monsters which are 12k -35k tris aren't anything

  • @mus_cetiner
    @mus_cetiner Рік тому

    Love your videos.

  • @JR-jt7cn
    @JR-jt7cn 2 місяці тому

    its this mehtod better than zremesher (zbrush)?

    • @BoroCG
      @BoroCG  2 місяці тому

      Quad Remesher is literally ZRemesher from ZBrush, same devs made plugins for a bunch of apps including Blender

  • @westingtyler2
    @westingtyler2 Рік тому +2

    okay so, imagining a workflow:
    1) generate character visual description prompts with chatgpt. (I've done this.)
    2) use ControlNet in Stable Diffusion with the realisticVisions1.3 model to use the prompts to generate a turnaround image of each character (shows the front, side and rear in one image). (I've done this.)
    3) select your best turnaround images, and use them in ECON or another image-to-3d generator (still primitive, but they are getting better.)
    4) dump this model in Blender, use Quad Remesher on it, use your original generated image as the texture, then use Rigify on it for its rig before importing into Unity.
    the future is bright bois.

  • @tre_keys
    @tre_keys 7 місяців тому

    Does Shapelab's Auto Retopology hold up?

    • @BoroCG
      @BoroCG  7 місяців тому

      Shapelab's retopology is pretty much decimation

  • @Ben-rz9cf
    @Ben-rz9cf Рік тому

    I find that there is no substitute for zbrush for this kind of stuff unless you want to get into manual retopology. Hopefully stuff like quadremesher gets better over time, it does look like they improved the algorithms since i last used it.

  • @recoverhealth2062
    @recoverhealth2062 Рік тому +1

    You can animate with blendshapes and skip the whole retopo/rigging stuff for characters without arms.

  • @RoboClonk
    @RoboClonk Рік тому

    Remember that you can use nanite and a lot more polygons for static models. But If you go for a traditional workflow with LODs, you should be able to create them easily within Unreal Engine.

  • @JaidevCGartist
    @JaidevCGartist 8 місяців тому

    Saw you for the first time and literally thought the first few seconds was a metahuman talking 😂.
    No disrespect bro.

    • @BoroCG
      @BoroCG  8 місяців тому

      No disrespect perceived :D MH out.

  • @SterlingFM
    @SterlingFM Рік тому

    Sentence you to 10 years of manual retopo

  • @makskocemba2608
    @makskocemba2608 Рік тому +1

    no way my dumbass retopoed a whole human skeleton manually when this workflow exists

    • @BoroCG
      @BoroCG  Рік тому +1

      I mean, that was definitely something important to learn how to do. So when the automatic stuff messes up, you know how to fix it. And it does mess up a lot, if you look closely enough

    • @Ben-rz9cf
      @Ben-rz9cf Рік тому +3

      For something like a skeleton, yes xD you'd be dumb to retopo it manually. for stuff that needs to deform, especially human faces, manually retopology is often required if you want to get the best results. Most static meshes you can just decimate or quadremesh and call it good.

  • @bamac7185
    @bamac7185 8 місяців тому