Blender High Poly Hand Retopology Timelapse

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  • Опубліковано 12 вер 2024
  • In this video I'm experimenting and having fun with topology. As you can see, some times I add details, then I change idea and remove them.
    At the end of the video, I show a quick test of the deformation. It's a simple skeleton (armature) manually created on the fly, no weight painting, I just parented the mesh to the armature with automatic weights. Not 100% happy, but it was a fun practice during Christmas holidays, it was sunny outside and it was a shame to stay too much in front of a PC screen, then I had to say stop. I hope you enjoy this timelapse!
    I did the base hand sculpture myself some time ago, you can find a timelapse here:
    • Quarantine Practice - ...
    Software Used: Blender 3.1 alpha
    -- ABOUT ME --
    ● Artstation ➜ www.artstation...
    ● Behance ➜ www.behance.ne....
    ● Instagram ➜ / riccardoban. .
    ● Twitter ➜ / riccardobancone
    ● TikTok ➜ / riccardo_bancone

КОМЕНТАРІ • 14

  • @ersatzandartifice
    @ersatzandartifice Рік тому

    beautiful topology! great stuff

  • @digitalpotter
    @digitalpotter 2 роки тому

    wow cool!! Great modeling and good retopology

  • @michaelwsheeler
    @michaelwsheeler 2 роки тому +2

    Do you ever do tutorials? I would love to be able to follow along. I have some of the basics of Blender under my belt.

    • @riccardobancone3761
      @riccardobancone3761  2 роки тому +1

      There are some tutorials on my channel, but not about this topic yet.

    • @michaelwsheeler
      @michaelwsheeler 2 роки тому

      @@riccardobancone3761 Thanks for the reply Riccardo. Love this hand sample, the sculpt and they topology.

  • @9words40
    @9words40 2 роки тому +2

    still trying to sculpt a proper mesh atm

    • @riccardobancone3761
      @riccardobancone3761  2 роки тому

      Then check the link in the video description for a sculpting timelapse!

  • @cartoonout7560
    @cartoonout7560 2 роки тому

    Ciao. Figata! 😉

  • @michaelwsheeler
    @michaelwsheeler 2 роки тому +2

    Why do you use a solidify modifier?

    • @riccardobancone3761
      @riccardobancone3761  2 роки тому +2

      To help me see what I'm doing, otherwise the retopo surface intersects with the base sculpture. Blender lacks proper visualization mode for Retopo!

    • @dontmvme8796
      @dontmvme8796 2 роки тому +1

      @@riccardobancone3761 Why not just check the "In Front" option for the retopo mesh (in Object Properties / Viewport Display) combined with the "Backface Culling" option in the Viewport Shading (so that you won't see the front geometry from the retopo mesh when looking at it from the back and vice-versa)? These plus putting viewport shading on Random Color and turning on Face Snapping are my usual set-up when doing retopo.
      Thanks for your videos, by the way ^_^

    • @riccardobancone3761
      @riccardobancone3761  2 роки тому +1

      @@dontmvme8796 that works as long as your model doesn't wrap around the base sculpt. With "in front " on, the back faces of the retopo occlude the sculpt unnderneath the front facing polygons, and you don't see the sculpt anymore.

    • @dontmvme8796
      @dontmvme8796 2 роки тому +1

      @@riccardobancone3761 That's why I said I also had to check the "Backface culling" option in the Viewport Shading (in the Solid mode panel). That way the retopo doesn't occlude the sculpt underneath when looking from the backface side: you only see the retopo wireframe when seen from the backface, so the sculpt stays visible as long as you look at it from an uncovered side.
      I'm not sure if I explained this correctly, but anyway, thanks again for the video! ^_^

    • @riccardobancone3761
      @riccardobancone3761  2 роки тому +1

      @@dontmvme8796 Glad that you found the video useful! Yeah, I'm aware of that, but the backfaces wireframe overlayied on top of the sculpt still annoys me. If there was an option to have full backface culling that hides the backfacing wireframe as well It would definitely do the job, and I would avoid using the solidify.