ONE BY ONE - Everything about the Multiresolution Modifier in Blender.

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  • Опубліковано 29 лис 2024

КОМЕНТАРІ • 57

  • @jamessmith6294
    @jamessmith6294 3 роки тому +12

    This was the most comprehensive explanation of the many features and options of the mutliresolution modifier I've come across. Thank you!

    • @GENVFX
      @GENVFX  3 роки тому

      Thank you! That's the reason I do all my one by one's. Glad you liked it. 👍

  • @sharloteg
    @sharloteg 2 роки тому +2

    Best Multires tutorial ever, thank you so much :D

    • @GENVFX
      @GENVFX  2 роки тому

      Thanks 😊

  • @skade245
    @skade245 Рік тому

    This modifier is absolute witchcraft I love it

  • @carltonsorrells7609
    @carltonsorrells7609 3 роки тому +1

    The part about the reshape is niiiiice.

    • @GENVFX
      @GENVFX  3 роки тому

      It's really useful. Like a safety shape layer!

  • @jacquesmains7453
    @jacquesmains7453 4 місяці тому

    Very good video, but what made me sub was the little personality displays that made me chuckle. :D

    • @GENVFX
      @GENVFX  3 місяці тому

      Ah, thanks!

  • @georgetherat3345
    @georgetherat3345 3 роки тому +1

    Wow. Thanks Gary. I'll be watching this over and over again. Really helpful! Just subscribed

  • @R00ZBEH
    @R00ZBEH 2 роки тому +1

    Super amazing! Thanks a lot 💙

  • @harringtonday5319
    @harringtonday5319 Рік тому

    Fab!! - Thank you!

    • @GENVFX
      @GENVFX  Рік тому

      You are so welcome!

  • @Osatarium
    @Osatarium 3 роки тому +1

    Great Vidio very detailed and im glad you covered shape and apply base functions which I was very curious of

    • @GENVFX
      @GENVFX  3 роки тому

      Glad it was helpful! Yes, I noticed a lot of things are missed in tutorials, hence the reason for these sorts of vids! Thanks for the comment!

  • @chukwudiebite7775
    @chukwudiebite7775 2 роки тому

    This is a great video, thank you very much.

  • @wadeeliason969
    @wadeeliason969 2 роки тому

    I enjoyed the waffally bits,

    • @GENVFX
      @GENVFX  2 роки тому +1

      Glad someone does! It's my nature, I try to remove the worst of it, but I know wat I'm like. Thanks for the comment.

    • @wadeeliason969
      @wadeeliason969 2 роки тому

      @@GENVFX you welcome :)

  • @Supacomputer
    @Supacomputer 2 роки тому

    👍👏

  • @atefezare5623
    @atefezare5623 3 роки тому +1

    Thank you very informative and helpful 👌

    • @GENVFX
      @GENVFX  3 роки тому

      That's great to hear, thanks!

  • @yurimatheus7769
    @yurimatheus7769 3 роки тому +1

    Thank you!

    • @GENVFX
      @GENVFX  3 роки тому

      My pleasure!

  • @Eradifyerao
    @Eradifyerao 3 роки тому

    You remind me of the Geico Gecko - entirely digging it and can't wait for more...

    • @GENVFX
      @GENVFX  3 роки тому

      And like the Geico Gecko, I'm totally trustworthy!

  • @stana1980
    @stana1980 2 роки тому

    We can use reshape instead of shrinkwrap modifier after retopo to project high poly details to low poly one.
    Thanks for the tutorial
    Jesus loves you

    • @GENVFX
      @GENVFX  2 роки тому

      Wow, that's a lot. Glad to be of help.

  • @basspig
    @basspig 2 роки тому

    I'm still not clear on why you would use this voice modifier? What is the purpose of it over other methods of achieving resolution?

    • @GENVFX
      @GENVFX  2 роки тому

      I think most people use this as a method of creating displacement maps for detail rendering without the polygon count on the screen, only at render time. Also they are used for generating normal maps for game engines for a similar reason.

    • @basspig
      @basspig 2 роки тому

      @@GENVFX so if I am to understand this correctly this method reduces the number of polygons that the viewport has to process thereby improving interactivity and response times in the viewport while still rendering with the high polygon count?

    • @GENVFX
      @GENVFX  2 роки тому +1

      I could not have put that better if I had tried!

  • @fauziprimassalam2597
    @fauziprimassalam2597 3 роки тому +1

    Super detailed and useful, thanks a lot. Glad I've found this channel.

    • @GENVFX
      @GENVFX  3 роки тому

      Thanks so much, Fauzi.

  • @spittingame4241
    @spittingame4241 3 роки тому +1

    I am making a game.
    I would like to know how could I detail my character mesh by apply the skin pores and wrinkles etc so it'll be easy to pose them in pose mode and to render?
    Should I duplicate the character model and then apply the multi-resolution modifier on the duplicate and work on it that way?
    But then if so, where do I go from there? Should I somehow bake the duplicate with the multi-resolution modifier on the character model that doesn't?
    I hope I explained that correctly.

    • @GENVFX
      @GENVFX  3 роки тому +3

      Hi there!
      Yep, I think I get it. You want to understand the process of putting different displacement details onto your animation mesh so you can drive them with your animation to make wrinkles in the skin when you smile, furrowed brows when you look surprised etc. Is this right?
      If so, there are more than one way to do this, but my preferred way - especially as it now works from 2.92 without breaking - is doing a good multiresolution mesh modifier but without wrinkles and the like but with the multiresolution deforming over the top and then creating shapekeys on the base mesh.
      What you then do is create a base displacement map which you apply to the base shader, which has pores, blemishes etc. Everything to make the skin feel right.
      You then create individual normal or displacement textures for each shapekey. So, if you have a shapekey for leftBrowUp, create a texture which has the furrows for that one eye, for your leftMouthUp you create a texture for the creases in the left part of the mouth and so on.
      These will act as additional textures that are in your shader, connected to your displacement which you will then be able to dial up and down by connecting the factor of their MixRGB to the shapekey being turned up or down. For example, A shape key of 0 on the leftBrowUp means that the shader's mixRGB factor of 0 keeps the texture off, but when you wind up the value to 1, the mixRGB brings in the textures values into the displacement and add the wrinkles over the top.
      This is kind of an example of what you I was thinking, but done in Maya in 2016.
      ua-cam.com/video/tEundsR3TJ4/v-deo.html
      If you want, I can put together a short tutorial on what I mean.
      Hope this helps for now!
      G

    • @spittingame4241
      @spittingame4241 3 роки тому

      @@GENVFX thank you.
      Please do a tutorial on this.
      I'm more of a visual learner anyway.

    • @spittingame4241
      @spittingame4241 3 роки тому

      @@GENVFX
      Want I was trying to say is...I have a character model. When I duplicate that model and put a multi-resolution modifier on the duplicate and detail it (by adding skin pores and wrinkles etc)...when do I go from there so it could be easily rendered and posed without my computer lagging?
      I'm pretty sure you're well aware of this but it's harder for the computer to render and pose something when the mesh is so dense with a lot of subdivisions....Using the shape keys will come later

    • @GENVFX
      @GENVFX  3 роки тому +1

      @@spittingame4241 Pores and wrinkles are not normally kept as geometry. As the fine detail is so small, they are normally made from a series of textures - displacement, Ambient occlusion, sub surface scattering etc. So that the mesh is kept at a low level and the higher detail is put on within the shader making it easy to animate your character, apply motion capture etc. and leave the "heavy lifting" to the render time.
      ua-cam.com/video/nydjtjIncSk/v-deo.html
      This is what most people do - see the link above to give you what I mean visually. Also it uses the same kind of driven idea I was explaining in the previous comment.

    • @spittingame4241
      @spittingame4241 3 роки тому

      @@GENVFX I see what you mean. Thank you🙏🏿 this is really helpful

  • @josephvanwyk2088
    @josephvanwyk2088 3 роки тому +1

    I feel like this over complicate things. I assume it won't be the end of the world if you don't use this mod?

    • @GENVFX
      @GENVFX  3 роки тому +1

      Good point! It's not completely necessary to use, it's a method. You don't have to use it at all, but the point of the tutorial was to explain everything about the modifier. Thanks for the comment!

  • @ten-ub4xd
    @ten-ub4xd 2 роки тому

    Alan?

    • @GENVFX
      @GENVFX  2 роки тому +2

      Not the last time I looked in the mirror. Still Gary. 😃👍

  • @krinodagamer6313
    @krinodagamer6313 2 роки тому

    where is multies???

    • @GENVFX
      @GENVFX  2 роки тому

      It's a modifier. You add it to your model via the modifier tab in the properties panel

  • @lonesomealeks4206
    @lonesomealeks4206 2 роки тому

    This modifier is garbage. Never worked for me. Trying to use multires on a 100k verts sculpt, it starts calculating, memory usage goes up to 30Gigs+ and never finishes and crashes...

    • @GENVFX
      @GENVFX  2 роки тому

      It's still a work in progress, as is every piece of software, but perhaps working up.from a lower poly count might stop the hi res crashing

    • @obtusegaming5850
      @obtusegaming5850 2 роки тому

      Check out Grant Abbitt's two videos on this. If you use a subdivision mod first, then multires, you can do 10s of millions of faces without issues.

  • @chaosordeal294
    @chaosordeal294 2 місяці тому

    Your music is WAY too loud.

    • @GENVFX
      @GENVFX  2 місяці тому

      You're right, it is! Someone else pointed that out too not long after it came out, but as it's a popular film, I have had to leave it as it is. The rest are a lot better in terms of sound not long after this one was made.

  • @Tertion
    @Tertion 2 роки тому

    Delete history ?
    This is not Maya ah ah ;)

    • @GENVFX
      @GENVFX  2 роки тому +1

      Maya terminology though. I've been a Maya user longer than I've been a Blender user. Excuse me for 'crossing the streams' 😄

    • @Tertion
      @Tertion 2 роки тому

      @@GENVFX no problem...I still have PTSD from my past Maya experience lol

    • @GENVFX
      @GENVFX  2 роки тому

      @@Tertion PTSD! I dream of PTSD in regards to Maya! As I type this I have maya.2020.4 open as I animate the mouth of a dog. I'm still in the trenches with it!! I did track the object motion of the dog's head in Blender though!!!! Pipelining Blender like BOSS!!