There's only one problem when it comes to using quad remesher and it's the fact that you cannot really control the edge flow, which is very important not only when it comes to animating, but also for UV unwrapping
Yeah for sure, it's the one thing I wish it had, it has a feature where you can supposedly control it a bit through applying different materials but I can't get good results with it. It makes UV unwrapping quite painful haha.
@@RussellMidfield I've had similar issues with attempting to using materials. for some reason that mode doesn't control edgeflow as it should. I did attempt to send them an email to consider adding better edgeflow control in future releases. I feel like possibly using grease pencil or external curves could would better control that over using materials
Oh ok well that's good to hear, the results I have gotten with the Use Materials method were pretty disappointing, like not even close to resembling an edge loop, if anything, it's worse than the default.
probably late but I've used quadremesh quite a lot and you can def use both seams and vertex colors to control edge flow with some minor modifications after the remesh
Nice! I feel like there is a lot to be expanded on with this like how radical of a decimation you are going for... And also I'd like a quick rundown on how you use all of these... Like where the buttons are hidden in blender... But overall yeah this was a fun video to overview the quality of each Retopo tool... I do think that anything that requires animation I'll keep to my overpriced "Retopoflow" addon so I can manually throw down topology where I want it quickly.
pablo dobarro only guy working on scultping left blender foundation so nobdoy was developing blender sculpting for months but i have great news joseph the new guy will start developing in January 2022
Oh damn, yeah maybe gotta play with the settings. On a super detailed realistic sculpt it isn't as effective for me, it's more on a stylized sculpt where it really shines. I usually find I do some level of manual adjustment since it messes some areas up.
In my opinion the best results come by retoplogizing manually by hand. It's time consuming but you have direct control over your edge loops. Makes UVs and textures way cleaner as well.
@@RussellMidfield thanks mate. sorry for my my horrible grammer i was typing with no sleep and only coffee keeping me going. quick nap and now im back at full strength (partially hahaha thank god for coffee) and good luck to you too.
I want to quadremash different parts of the character to different values like face hand foot .. but my character is one object i can't find a tutorial that shows how to seperate one object to multiple remesh them and conect them back together i need help 😭
In sculpt mode you can use the mask tool to mask the hand for example, and then use the Mask Slice to New Object function, this will separate them. Then you can remesh and then use the Join function to put them back together.
@RussellMidfield tanks i did the mask and slice and remesh but when i shift selected two object and form object menu joined them inside it got messed up did i do the joining part the wrong way? Or should i do something else
@RussellMidfield the mask slice to new object is great 👌🤣 i didn't understand how to joing them back. there is a blue line around them after i joined them and inside the mesh is fild with polygons 🤦
AHHHHH!! 60 bucks and no "preserve UV borders" option... I see there is a "Use Materials" option but that's probably just going to use the existing shader to apply a material to the new mesh as apposed to detecting UV borders and using a rendered texture from the UV editor to reapply the new UVmap over the existing Texture which is what I need done! The only other thing I've come across is a tutorial for Maya where you "transfer" the vertice locations to a new mesh but then you still have to edit that UVmap to match the original and then either decimate or manually merge faces to lower the poly-count since that retopologized mesh will not be optimized as it's been created from a subdivided plane... I can only sigh... I recall having had some success in zbrush too but i can't for the life of me remember that process and it was also quite a lot of "legwork" so really not even prepared to dig up the tutorials i followed for that
Haha yeah it would be nice to have better edge loop control, the Use Materials I haven't been able to get to work very well which sucks, not sure if I'm doing it wrong. It's a good base, I find myself making small adjustments most of the time.
There's likely no option to preserve UV borders because in a normal workflow they expect topology to come first. I don't know exactly what the problem you're running to with Maya, but did you try Transfer Attributes to copy the UVs (I'm sorry if that's what you're talking about with transferring vertices) from your initial mesh to the retopologized one? I haven't tried it with meshes that were super different, but if you haven't tried it, it seems worth a shot to see if it helps
true, but best if you want to keep the polygon count as optimised as possible, and it is an industry standard practice. Sometimes, even bad topology is used in some places to make sure the polygon count isn't equal across the whole model @@RussellMidfield
So I have detailed Characters but when I use the quad remesher the details lost should I up the value? Because mine is 1.5 millions faces. Also can I still be able to animate the characters if the retopo not the same like most retopology reference for example faces?
@@RussellMidfield can I still be able to animate my character faces if the loops are not the same like most of reference I found? I just successfully create my high poly character but still curios about animating it
@@caencfy4702 for facial animations and such you really need good facial topology for the deformations to look right. You _might_ be able to fudge it without it, but you're more likely to find there's a very good reason why everyone goes through the trouble
Question: The pricing of quadrememsher says $60 for an indie license which means you aren't making money with it. Does that mean you aren't selling the model with the mesh, or you'r even not selling an exported file like an mpeg? I couldn't get clarity on that on their site. Are you aware of what exactly this "Indie" license allows?
@@RussellMidfield So I talked with the good folks at Exoside. I asked them if I need to Pro License to make profit even from a png or animation that involved quadremsher in the pipeline. They said, and I quote: In theory. But we exceptionnally allow you to use Indie version as long as the cumulated revenues generated by projects involving QR does not exceed 4000 $.
Yeah it's not perfect, depends on the sculpt, if it's ultra realistic it probably won't work as well, in this case the sculpt was quite stylized and angular so it worked really well.
@@RussellMidfield i tried it with MB-LAB character addon . base character had 21k verts . using quad remesher i made it to 15k. body is no issue its just the eye sockets, ears, nose. im trying to create a character for a mobile game.
Yeah I usually do a little bit of manual editing on more complex models where the addon gives me wonky topology. If you're working on a game I would think you'll need to do some for sure in order to optimize for performance.
Mmm not really, you might sort of get away with it, but it would be better to retopogize by hand to make sure you have the right edge loops in key deformation areas.
How do you get a nice result like that with quadremesher ? I try it on Blender, he doesn't work as good as your video, vertex painter seem to be broken a bit in some condition.
Oh I did a more detailed video on these that shows where you might find it, can't remember off the top of my head it's been so long since I made this video, sorry!
@@RussellMidfield I have a subsurf mesh. So 100% quad based. About 270k triangles. The mesh is 100% symmetrical. Some curves and hard edges. yet, quad remesher dont really work. Curves become a triangle and vertices gets combined all over the place. basically ruining the mesh. Then i tried to decimate first to like 12k triangles. Still keeping the shape. Still quad remesher cant do anything. Ive tried every setting shown in this video. I honestly dont know if im doing something wrong here.
Please, don’t name that retopology. It’s f*** not retopology. It’s remeshing. Retopology is about animation and deformation, you can’t do anything with what you do with those addons. Respect job of CGI artists, don’t tell shit.
when it works on an object, quadremesher feels like an illegal voodoo magic
Haha yeah it's insane when everything lines up nicely, huge time-saver.
Quadremesher is such a time saver. Love it.
It's true, I just downloaded it and it's so good it inspired me to do this video haha
Yeah! That's worth the price tho-
To be honest, all of them except the first do a better job than I can
Haha yeah me too, I always end up messing up
Always interested in tracking the progress of softwares like this, making the workflow faster through well designed tech is always great
Yeah it's pretty cool, speeding things up can be nice!
There's only one problem when it comes to using quad remesher and it's the fact that you cannot really control the edge flow, which is very important not only when it comes to animating, but also for UV unwrapping
Yeah for sure, it's the one thing I wish it had, it has a feature where you can supposedly control it a bit through applying different materials but I can't get good results with it. It makes UV unwrapping quite painful haha.
@@RussellMidfield I've had similar issues with attempting to using materials. for some reason that mode doesn't control edgeflow as it should. I did attempt to send them an email to consider adding better edgeflow control in future releases. I feel like possibly using grease pencil or external curves could would better control that over using materials
Oh ok well that's good to hear, the results I have gotten with the Use Materials method were pretty disappointing, like not even close to resembling an edge loop, if anything, it's worse than the default.
probably late but I've used quadremesh quite a lot and you can def use both seams and vertex colors to control edge flow with some minor modifications after the remesh
@@NRWork that controls edge density, it doesnt prevent spiraling
Nice! I feel like there is a lot to be expanded on with this like how radical of a decimation you are going for... And also I'd like a quick rundown on how you use all of these... Like where the buttons are hidden in blender... But overall yeah this was a fun video to overview the quality of each Retopo tool... I do think that anything that requires animation I'll keep to my overpriced "Retopoflow" addon so I can manually throw down topology where I want it quickly.
Thanks! I put together a long version of this video too, going to release it in a week or so! Yeah, manual is the best!
Auto Remesher is incredible!
Yeah it's really good! Impressive results for a free tool.
pablo dobarro only guy working on scultping left blender foundation so nobdoy was developing blender sculpting for months but i have great news joseph the new guy will start developing in January 2022
Oh wow Pablo left?! I haven't been keeping up with the latest Blender news! Oh that's cool, I'm sure Joseph will be great!
@@RussellMidfield he left months ago it will be a year once 2022 comes I hope joseph doesn't leave
Dude like look at the slow build up arounnd the ears and the adams apple on the quadremesh no other one got such detail there
Great detail around the eyebrows too
Yeah for sure, definitely did a great job!
Great video, to the point and very helpful thanks!
Thanks Sam! I'm glad it helped!
Amazing this is a life saver
Yeah its a nice way to save a lot of time if you aren't doing anything super animation heavy.
I’ve installed quadremesher and it destroys the details of my sculpts… I don’t know if I’m using it wrong
Oh damn, yeah maybe gotta play with the settings. On a super detailed realistic sculpt it isn't as effective for me, it's more on a stylized sculpt where it really shines. I usually find I do some level of manual adjustment since it messes some areas up.
I’m gonna be fr I got quadremesher for free and I’ve just distributed it around on a flash drive LMFAOO
Haha nice!
Yo, pls pass it to me 🙏
Yo, pls pass it to me 🙏
Yo, pls pass it to me 🙏
Yo, pls pass it to me 🙏
60$, non commercial license, it's actually 109$ if I recall correctly for the commercial license.
Oh yeah good point
This will work fine for static meshes that don't move around in games, but it will not work for characters.
Yeah none of these have any of the proper edge loops to facilitate clean animation but it's not bad for a still render.
How do you suggest retopologizing for game ready items or characters?
In my opinion the best results come by retoplogizing manually by hand. It's time consuming but you have direct control over your edge loops. Makes UVs and textures way cleaner as well.
manual retopology is the best
Yeah and it can be sort of fun/interesting too!
Yeas thank you. I’m working on stl files and re topology the objects myself is my god I hate it. Been looking for some adding to do it for me.
Yeah it can be tedious and time consuming for sure, these tools can help speed things up! Good luck!
@@RussellMidfield thanks mate.
sorry for my my horrible grammer i was typing with no sleep and only coffee keeping me going. quick nap and now im back at full strength (partially hahaha thank god for coffee) and good luck to you too.
Haha no worries, cheers!
You could also Un-subdivided it.
Yeah that also works, good point!
I want to quadremash different parts of the character to different values like face hand foot .. but my character is one object i can't find a tutorial that shows how to seperate one object to multiple remesh them and conect them back together i need help 😭
In sculpt mode you can use the mask tool to mask the hand for example, and then use the Mask Slice to New Object function, this will separate them. Then you can remesh and then use the Join function to put them back together.
@RussellMidfield tanks i did the mask and slice and remesh but when i shift selected two object and form object menu joined them inside it got messed up did i do the joining part the wrong way? Or should i do something else
@RussellMidfield the mask slice to new object is great 👌🤣 i didn't understand how to joing them back. there is a blue line around them after i joined them and inside the mesh is fild with polygons 🤦
AHHHHH!! 60 bucks and no "preserve UV borders" option... I see there is a "Use Materials" option but that's probably just going to use the existing shader to apply a material to the new mesh as apposed to detecting UV borders and using a rendered texture from the UV editor to reapply the new UVmap over the existing Texture which is what I need done! The only other thing I've come across is a tutorial for Maya where you "transfer" the vertice locations to a new mesh but then you still have to edit that UVmap to match the original and then either decimate or manually merge faces to lower the poly-count since that retopologized mesh will not be optimized as it's been created from a subdivided plane... I can only sigh... I recall having had some success in zbrush too but i can't for the life of me remember that process and it was also quite a lot of "legwork" so really not even prepared to dig up the tutorials i followed for that
Haha yeah it would be nice to have better edge loop control, the Use Materials I haven't been able to get to work very well which sucks, not sure if I'm doing it wrong. It's a good base, I find myself making small adjustments most of the time.
There's likely no option to preserve UV borders because in a normal workflow they expect topology to come first. I don't know exactly what the problem you're running to with Maya, but did you try Transfer Attributes to copy the UVs (I'm sorry if that's what you're talking about with transferring vertices) from your initial mesh to the retopologized one? I haven't tried it with meshes that were super different, but if you haven't tried it, it seems worth a shot to see if it helps
I still think retopology by hand is a lot better, mainly because it's easier for you to concentrate polygons in the spots that need it the most.
It's true, it's often the best method if you are familiar with best practices, but can take the most time.
true, but best if you want to keep the polygon count as optimised as possible, and it is an industry standard practice. Sometimes, even bad topology is used in some places to make sure the polygon count isn't equal across the whole model @@RussellMidfield
@JustAstupidlittleduck72 most definitely!
Thanks 👍
Yeah no worries Upgrade! I'm glad if it helped!
So I have detailed Characters but when I use the quad remesher the details lost should I up the value? Because mine is 1.5 millions faces. Also can I still be able to animate the characters if the retopo not the same like most retopology reference for example faces?
The details you need to "bake" onto the low poly mesh!
@@RussellMidfield can I still be able to animate my character faces if the loops are not the same like most of reference I found? I just successfully create my high poly character but still curios about animating it
@@caencfy4702 for facial animations and such you really need good facial topology for the deformations to look right. You _might_ be able to fudge it without it, but you're more likely to find there's a very good reason why everyone goes through the trouble
Very well said Erin!
None of them have proper edge loop flow, but what can be expected from automatic retopo
Yeah definitely not the best in that respect!
Love it
Thanks Hasan! I'm glad if it helped!
Question: The pricing of quadrememsher says $60 for an indie license which means you aren't making money with it. Does that mean you aren't selling the model with the mesh, or you'r even not selling an exported file like an mpeg? I couldn't get clarity on that on their site. Are you aware of what exactly this "Indie" license allows?
Oh gosh not sure sorry, I would think that the restriction on commercial activiy would not extend to using it on a model in an image
Damn, would really like some clarity on this as well
Yeah Binyamin brings up a good point, not sure how they would see it, I would think as long as you aren't selling a model with it you're probably OK.
@@RussellMidfield So I talked with the good folks at Exoside. I asked them if I need to Pro License to make profit even from a png or animation that involved quadremsher in the pipeline. They said, and I quote: In theory.
But we exceptionnally allow you to use Indie version as long as the
cumulated revenues generated by projects involving QR does not exceed
4000 $.
Very interesting, thanks for the update Bin, I really appreciate that! 👍
i can never get quadremesh to work it crashes every time
Aww that sucks!
How did you get the topology with quad remesher so good? When i use it, the eyes socket ,nose ,ears has the worse topology ever.
Yeah it's not perfect, depends on the sculpt, if it's ultra realistic it probably won't work as well, in this case the sculpt was quite stylized and angular so it worked really well.
@@RussellMidfield i tried it with MB-LAB character addon . base character had 21k verts . using quad remesher i made it to 15k. body is no issue its just the eye sockets, ears, nose. im trying to create a character for a mobile game.
Yeah I usually do a little bit of manual editing on more complex models where the addon gives me wonky topology. If you're working on a game I would think you'll need to do some for sure in order to optimize for performance.
Does the mesh work for rigging?
Mmm not really, you might sort of get away with it, but it would be better to retopogize by hand to make sure you have the right edge loops in key deformation areas.
How do you get a nice result like that with quadremesher ? I try it on Blender, he doesn't work as good as your video, vertex painter seem to be broken a bit in some condition.
Haha oh I'm not sure! I just pressed the button haha yeah the vertex painting isn't perfect, you sometimes have to trial and error it
@@RussellMidfield If you look for the best auto retopology tools aviable take a look at 3D Coat, he's actually unbeatable.
Oh yeah I've tried it! I tried out the 30 day trial a while ago, it's pretty good it's true!
where to find Quadriflow? in preferences?
Oh I did a more detailed video on these that shows where you might find it, can't remember off the top of my head it's been so long since I made this video, sorry!
@@RussellMidfield oh its ok, i will find on the internet thanks :)
quad remesher is not good for lower poly stuff. It does not work well in my experience when one wants to remesh a 5000 poly item into 2000-3000 polys.
Oh interesting yeah it's definitely not perfect, sucks to hear!
Isn’t quadremesher built into blender now ??
Oh really?!? Damn didn't know that, well that makes it even better then!
Yo brother, have you tried running new retopo thing of Maya for the same character?
Hey man, no I haven't sorry, I'm too poor for Maya haha
@@RussellMidfield understandable, have a great day
Quad remesher is good but it lacks guide line
Yeah it's the one feature it's missing it's true
Does it work as well on 3D scans?
Oh not sure, I've never tried, it would depend on how good the scan is I suppose, but in theory, yes it should!
how does quad remesher work so good with yall. It totally butchers my mesh
Yeah sometimes I have to run it several times with different settings until I get what I want. Sometimes I do a little manual adjustment too.
@@RussellMidfield I have a subsurf mesh. So 100% quad based. About 270k triangles.
The mesh is 100% symmetrical. Some curves and hard edges.
yet, quad remesher dont really work.
Curves become a triangle and vertices gets combined all over the place. basically ruining the mesh.
Then i tried to decimate first to like 12k triangles. Still keeping the shape.
Still quad remesher cant do anything.
Ive tried every setting shown in this video.
I honestly dont know if im doing something wrong here.
I wish AI would do retopology and uv unwrapping but I see the way the world works, ai would do anything but retopo and uv unwrapping. 😂
Haha yeah it only does the fun stuff 😅
quad remember instant and autoremesher are best I hate voxel remesh there should definitely be a triangles remesher
Yeah for sure, Voxel remesh is definitely the weakest haha, I use it more for sculpting. Oh yeah, triangulation is pretty key for game engines.
You can get 3 months for 15dlls
Oh nice thanks man, didn't know that
cool
Thanks sticky!
1:00
Thanks hane!
Please, don’t name that retopology. It’s f*** not retopology. It’s remeshing. Retopology is about animation and deformation, you can’t do anything with what you do with those addons. Respect job of CGI artists, don’t tell shit.
Good point!
Still not good enough for manual retopo
Yeah for sure!
1m
Thanks man!
all the ones in there that use Voxel’s to generate edges are terrible
Yeah some get pretty messing, super chunky and jagged unfortunately.
Better off not using these, manual retopo can be enjoyable.
So true, thanks!
0:00
Thanks hs3!
All sucks compare to Max one.
So true!
Too many expensive for people living in non Western nations
Yeah that's true, lots of free options which are pretty good though which is awesome.