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.
@@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?
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.
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
@@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
@@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.
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!
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...
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 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!!
This was the most comprehensive explanation of the many features and options of the mutliresolution modifier I've come across. Thank you!
Thank you! That's the reason I do all my one by one's. Glad you liked it. 👍
Best Multires tutorial ever, thank you so much :D
Thanks 😊
This modifier is absolute witchcraft I love it
The part about the reshape is niiiiice.
It's really useful. Like a safety shape layer!
Very good video, but what made me sub was the little personality displays that made me chuckle. :D
Ah, thanks!
Wow. Thanks Gary. I'll be watching this over and over again. Really helpful! Just subscribed
Super amazing! Thanks a lot 💙
Fab!! - Thank you!
You are so welcome!
Great Vidio very detailed and im glad you covered shape and apply base functions which I was very curious of
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!
This is a great video, thank you very much.
I enjoyed the waffally bits,
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.
@@GENVFX you welcome :)
👍👏
Thank you very informative and helpful 👌
That's great to hear, thanks!
Thank you!
My pleasure!
You remind me of the Geico Gecko - entirely digging it and can't wait for more...
And like the Geico Gecko, I'm totally trustworthy!
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
Wow, that's a lot. Glad to be of help.
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?
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.
@@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?
I could not have put that better if I had tried!
Super detailed and useful, thanks a lot. Glad I've found this channel.
Thanks so much, Fauzi.
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.
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
@@GENVFX thank you.
Please do a tutorial on this.
I'm more of a visual learner anyway.
@@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
@@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.
@@GENVFX I see what you mean. Thank you🙏🏿 this is really helpful
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?
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!
Alan?
Not the last time I looked in the mirror. Still Gary. 😃👍
where is multies???
It's a modifier. You add it to your model via the modifier tab in the properties panel
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...
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
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.
Your music is WAY too loud.
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.
Delete history ?
This is not Maya ah ah ;)
Maya terminology though. I've been a Maya user longer than I've been a Blender user. Excuse me for 'crossing the streams' 😄
@@GENVFX no problem...I still have PTSD from my past Maya experience lol
@@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!!