Projecting High-Res Models in Blender 2.8 using Shrinkwrap
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- čas přidán 20. 08. 2024
- In this Blender 2.8 tutorial, we cover how you can project details from a highres mesh onto a low res one using the shrinkwrap modifier.
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Using multires is much better because it "saves" the data from modifiers that you have applied. For example, if you applied the shirnkwrap you could then set the number of viewport subidivsions to 0, rig it, position/animate it and then just up the level of subdivisions before rendering.
So i can animate a low poly model, and in the rendering all the detail in the high poly model will apply??
@@WERIDIK1 if you want to animate your model, you'll be better off by baking the normals. blender has an option to bake from multires in the baking settings.
@@tinvojnovic6021 why should i bake it? and what if i dont bake it? sorry im a newbie :)
@@aliefdjatisunda9915 You'd bake it because right now it is dependent on the high res model underneath. If you move or animate your low res model the results probably won't be what you want. By baking the data, you're able to be rid of the high res model yet retain its detail influence.
Generally you wouldn't expect a modifier to work like that. But tried this. It works. Thankyou.
Yes more "Obscure Blender tips" series!!
This is a good way of setting up a model for baking displacement. I once wrote a script for baking the displacement from the subsurfed mesh to the subsurfed/shrinkwrapped mesh to vertex colors as vectors. I'm going to make it into an addon at some point.
The code can be found here: devtalk.blender.org/t/using-python-to-bake-displacement-for-cycles-how-does-cycles-displace-a-point/7500/2 At some point I'll improve it a bunch and make it user friendly. For now, you'll have to figure it out for yourself. It shouldn't be that hard.
@@josephbrandenburg4373 hey this sounds really cool could you make a tutorial! :)
i dissagree with what you are doing right here.
instead of the subdiv use a multires. then turn up the multires, when happy apply the shrinkwrap. The forms will be saved in higher of the multires.
That means you can far quicker change between different policounts... since its a "multires" modifier.
That also allowes you to use the multires to bake a normal onto itself (bake from multires), almost in realtime, while "normal" normal baking takes ages.
Not to mention the multires works faster then the subdiv.
Also when useing subdiv/multires with the shrinkwrap it should be put to simply bcs it will not change the forms then, wich means the shrinkwrap can work more accurat.
with the subdiv/multires beeing set to simple i never had to change my shrinkwrap. this is a half baked video, dont aggree here.
I'd like to see them try out that method too
@@kloa4219 what they are useing isnt a "method", its simply wrong. not completely, the idea is right but they overcomplicate it for themself by seting it up simply wrong
@@xxerbexx There's no "wrong" approach, otherwise it wouldn't work at all. There's the "most efficient" approach though.
@@kloa4219 if u want to call it that, but what they do here is then very far from beeing efficient or from beeing usefull.
thing is when ppl try there stuff and it doesnt work completely they end up in the blender discord where i have to explain things again and confice them there are better and easier ways to do that.
As xxerbexx mentioned, with blender, in production MultiRez modifier is the way to go.
The SubDiv modifier can not store higher resolution points, they are "virtual". The reason why it works in your example is because ShrinkWrap is after it in the stack.
If you do the exact same thing with MultiRez, and then APPLY the modifier, (even though the shrinkWrap is after it in the stack) the higher resolution will get baked into the MultiRez.
Now you have a true ZBrush type of sculpt with all the levels. No need for displacement maps in production!
In game production, I use this technique to bake the higher res details into a normal map, might be worth making an obscure video about that process. Doing so makes it possible to keep details on low poly meshes which can be transferred to other applications such as game engines.
I know this is old...but can you post a tutorial on that.. I am currently in that stage
I love the "Obscure Blender tips" idea as a series.
Good topic. However, it seems incomplete to not mention the process of transferring these details to a multires mesh. That way you can remove the shrinkwrap dependency on the sculted mesh and sculpt high res details, rig, etc. all while maintaining clean, reduced topology. Production level!
And bake displacement maps, because this option appears in the bake panel only if you check the "from multires" button
No idea what either of you are talking about lol
I concur, this tutorial was a complete let down and needs to be re-done.
i dont mean to be so offtopic but does anybody know of a tool to log back into an instagram account??
I was dumb forgot the account password. I appreciate any tricks you can give me!
@Koda Lyle instablaster ;)
NOW I know what to do after retopologize, thank you very much, you save my time
Same here
Wow! I was just wondering why anyone would need ShrinkWrap.
You so well answered that!!!
Thank you so much!
👍👍👍👍👍
✌😀👌💞
Looking forward to see how this works. I've used shrink-wrap before but it doesn't always work out so well, especially if the original mesh has lots of sharp points.
Oh my god. This is suuch a useful tip. I already quit because my high res just mess up after sculpting. There is no possibility to do uv-unwrap or animation without this.
Interesting way to bypass the need for Normal maps and baking. Thanks for the info :)
Good topic ,I got good knowledge after seeing this video.i have a request to flipped normals needed video for lighting
Yes this is great! I thought projection was something I could only do in zbrush! Thanks for sharing.
Awesome! Thanks you. So glad u switched to teaching blender.
I swear to god, that model is those enemies from mass affect
Correct :)
@@FlippedNormals Sick!
Obscure Blender tips... YEEEEEEESSSSS!!!!!!!!!
YAY Perfect.Just what I needed
Happy to help Caroline :D We try to keep it efficient so glad you appreciate that.
Dayuumm.. much better than zbrush's projecting. I'm still waiting for some super update to it from pixo, something as good as ZWrap
Really nice tutorial! Very informative for all the other tutorial makers out there👍
Awesome!
Please make a video on how you guys would approach texturing this sculpt/model in blender!
This would be amazing for displaced environments! Good tip! Thanks for the video!
thank you so much !!! your videos are bsolute gold
All your tips are usefull even for beginners! Thanks
it was awesome thanks
Whoa, another Blender video, *finally* !
Thank you! This is amazing.
Many thanks . ❤️
Always useful video guys! Thanks!
Yes more! The material was also great in the render..
thanks thats awesome !!!
Glad you like it!
Thank you! Could you guys show the workflow using multires modifier? I'm struggling with that, especially when i need to change pose of low res mesh.
Can you do a tutorial on how to bake normals in Blender?
wow its so near and I did `nt take it into account...! Really a great hint!
Thanks!
Thank you sooooo much
Yhaaa...!! more Obscure Blender Tips please.. :)
Keep them coming :) they are great.
me every few mins watching this "thats a good archon from andromeda"
The Archon will return!
Yes more tips plz
YES! More tips, please
thanks
Verry cool tutorial.
Thanks very helpful
Can you do a tutorial on using Shrinkwrap to prepare a 3d model for print? I am messing around with this method but it doesn't seem to produce the results I am looking for.
I wonder what this would be used for, if you wanted to animate that lowpoly mesh, but then you deform it or move it away from the underlying hidden high poly mesh, wouldn't the shrinkwrapped details be messed up since they no longer align?
Exactly... I really don't understand the point.
How you going to animate lowpoly mesh with shrinkwrap modifier? If you want to apply shrinkwrap first you have to apply subdivision modifier too and in that case there is no difference because of lowpoly became highpoly
thats why u need to use multires to save those high res details onto low poly mesh. this tutorial sucks because they missed out the most crucial step
thank you so much for this video. I may sound stupid with this question but I hope you can answer it. can we compair normal maps. like which normal maps or displacement maps give more details is it the one zbrush generates or Blender generates or are they the same or it depends on the details of the 3D sculpt
nice tutorial, thank you guy! Is it possible to make a tutorial regarding blender and substance painter workflow please? I make something with many details in zbrush, but dont know how to bring into substance painter and render in blender cycles, especially the maps baking and exporting, connecting them in blender shader. Sorry I am new to 3D but this would help many newbies. Thanks again FN!
another great tutorial, learnt a lot from you guys. I started off using student version of Maya but since blender 2.8 I've jumped onto blender even changed keymap so it works more like Maya making the switch much easier.
I never really touched on animation with Maya except some simple little things but nothing major. I'm just wondering I take it with this shrink wrap set up and the equivalent in Maya/other 3D programs you can animate the low poly version and the hi poly version will still move along correctly? Just curious on how they animate hi poly models in films etc I'm assuming they do it this way?
can you do one on baking high rez to low rez
I have a question about animating with skin wrap:
Lets just say that we place our bones and rigs on the low poly model and have a retopologized sculpt on top. Let's also have the high poly module with clothes and the lower one with none. How will that translate on the skin? Would the skin be able to move the clothes and details in a decent way or will it be awful? Would we need to also put some sort of simulation on the clothes for this or similar occasion or a custom rig for the clothes?
(I don't know if the clothes should be part of the same model or a different object. I am working on 3Ds max but I think any 3D program works similarly in a way, logically if it is possible on one it should be on another)
Love it!
Cheers!
How you convert the high poly to low poly before applying subdivision surface modifier.
This is an interesting tip but causes me so many problems on just a basic suzanne model. Like, it looks messed up inside and the eyesockets just look bad.
YAAAAAAAAAAAAAAAAAAAAAAAAAY Blender
do the tips on blender grease pencil cutout rig setup .
what if my mesh is only high-res how do I dumb it down
is it normal to have 2 fps for play back using this?? cause even when i hide everything i get 2 fps. and i aimed it all down too subduvison modifer levels viewport i think. for me, levels view port looks good at 3, but even with it at 1, i get 3 fps..... thats with no details and the typo is clean so no clue why its laggin so bad how am i supposed to animate D:
Does this mean you don't need normal maps for film specific objects that you aren't going to use it in a game engine ?
Is this the way how you would do it in production? My problem is I would like to archive as many details as possible to use displacement maps and I'm using Blender for offline rendering. But I haven't found a good process to render high poly models because they have no UV maps. This video is the closest solution to my problem I have seen so far.
Wait why would I want to do this over normal maps? I heard u can use normal maps for animations anyway so y do this ?
Thank you very much for this instruction. Does it work in Blender 3.x as well?
Could you do video with cloud point data that is converted to mesh in blender. Thanks.
Ok this is a super stupid question, but I'm new to the program
Do i have to apply em both? And then finishing with the multi res details?
This model I'm making is just fo display and render only
but now im not really sure where I really use this technique ? for example I mainly model game assets rarely with sculpting.
My question is, you use an active SubD mostly for the Details. But when you export this Object to fbx or obj, how high is then the Tris ? Because when you accept the modifiers, than you are back to a really high poly Model ?
I don't really see a use for this, it would probably be better just to bake the normals from the sculpt mesh onto the retopologized mesh (although you would then have to UV unwrappe the mesh first).
Also if you are worried about how the subdivision surface affects the mesh's shape then switch it to "simple" mode, you already have the shrinkwrap to manipulate the shape of the mesh.
Should we bake it now? Is it possible to generate displacement map out of it to get rid of that heavy hires object?
Could you make a video on uv mapping udim in blender. ?
does it work if have used hair particles?
How can i made the low res Mesh first ?
Thanks for video, - can i increase resolution during wrapping in order to fit thin geometry?
Im not sure i get it...whats the difference with this in comparison to using Zbrush and his "project" feature to transfer hi poly (details) to lower poly mesh...?
My mesh still looks quite messy in the middle :/
Hey guys! Could you do video about hard surface modeling? I've been struggling with it lately and i find it really difficult. Especially making holes in curved edge and unifying round primitives like cylinder etc.
I wonder maybe you should use displeysment maos instead? What is a reason to doing animation such way?
ur my new god :D
Hi, I have a question, why don't you use shading smooth?
What is a quick way to create the low res mesh? Or does it have to be created manually through retopology?
Can I bake HP to LP this way?
how could i proyect the hipoly in the low one in the multiresolution modifier? like zbrush
Is there an equivalent in blender like the matchmaker brush in a rush, or is shrink wrap the tool that’s the closest.
what if we apply the sub surf modifier after projecting details?
Or if i do not click on optimal display
What is the difference between this and exporting displacement maps?
so why/when would you use this instead of baking a normal map? don't you need to apply the shrinkwrap prior to animating to prevent the shrinkwrap from recaulating each vertex each frame that are now in the wrong position?
Ok question maybe a noob thing but... if you shrinkwrap a clean topology on the unusual sculpt mesh you still cant animate it right cause the topolgy would slide over the mesh instead of deforming the details? Or am i thinking wrong?🤔
I want more tips :)
You'll get them :)
so.... this is like a "project all" from zbrush without using displacements or nromal maps?
So you always use this method after retopology.
Hey! Awesome video but i have a question. Is it possible to bake these modifiers for fbx export to another 3D engine like Unreal engine? :)
Yeah but once done, are we meant to apply the modifiers?
Great tip, although the low poly mesh generated is not useful for anything, because you literally need the high poly mesh underneath to make trick. Is there a way to keep the low poly as a stand alone object keeping all the detail?
thats where multires mod comes into play. go and do some research on it albeit late response, it answers ur question
How are you suppose to get the same shape of it without any details?
Sorry, I did not understand one thing (I am kinda new into Blender).
How did you got that "low poly" version of your sculpt ?
I tried to use the decimate modifier on my sculpt, but the results are nowhere like yours...
Its is manually done retopology. They did a video on it if you search "Blender 2.8 Retopology" on their channel.
Can u do this on Maya or import this to Maya ?
Is this better than using displacement and normal maps?
No baking normals/bumpmap?
To get it straight: is this the same as projecting subtools in zbrush? Just another way to do it in blender?
Yup, same principle
after all of this, when I go to move my model in any direction it basically explodes. What am I doing wrong? Also,if I try applying the shrinkwrap all my detail goes away...
You need to parent your model, like ehen you move your high poly the other low ply has to move at the same time, don't know how is done
more tips! plz!)