How to Use the MULTIRESOLUTION Modifier in Blender
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- čas přidán 25. 07. 2024
- In this video, learn how to quickly add sculptable detail to your Blender models using the Multiresolution modifier!
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TIMESTAMPS
0:00 - Introduction
0:10 - Intro to the Multiresolution Modifier
0:40 - How the subdivision surface and multiresolution modifiers are different
1:47 - How to add the multiresolution modifier and start sculpting
3:38 - Using the Sculpt Base Mesh function
4:20 - What does the optimize display button do?
4:45 - Different kinds of subdivision (Subdivision, Simple, etc)
6:40 - What the Delete Higher button does
7:47 - Other Blender modifier tutorials
I can't believe how someone can be this articulate! he is conveying the pure essence of essentials you need to know. Nothing useless along the way and he doesn't make you lose your head with jumping over inconsistently. Thanks!!
Thank you for the great video I just started sculpting and was searching for multiresolution this is the video I needed!
Thanks, this was a very clear explanation, with good examples.
As a sculpting beginner I made the experience that sculpting with multires is better than the dynotypo or remesh option. A little downside is that the model will show artefacts while moving, but I think it's related to graphics card and the size of the wallet to afford a new one 😉
Thanks for this!
Very informative, thanks
This was really helpful! I have been wondering a long time why I can't make any differebce in sculpt mode. Thank you very much for this information. Greetings from Finland.
Glad it was helpful!
Hi everyone! Let me know if you have any questions about the multiresolution modifier in the comments below! :)
Excellent.
To make use of the "Unsubdivide" Button. You will need to first delete all lower subdivision levels of the active/selected geometry you wish to edit. It's the same approach to ZBrush and Mudbox if you have imported an asset that has been already subdivided and sculpted (let's say, subdivided 7 times in ZBrush), but was imported w/o subdivisions via OBJ, FBX, etc. - You can press that button (as many times as needed) and the algorithm will re-read your topology and unsubdivide your geo with each press, until it can no longer unsubdivide your mesh to the lowest quad count.
Would that work like decimate?
Hello The CG Essentials!
I really like your lessons, I really learned a lot! I found differences between "Simple" and "Linear" function.
How to see the difference - make a smooth shading of your model (in my case it is a regular cube at first, but it can be anything), and then in the multiresolution modifier press 1 (I got a slightly more rounded square) (you can make more subdivisions, if you want), then click on the "plain" subdivisions button a few times - you will see that the borders of the slightly rounded square become more visible.
Now deselect all the "simple" subdivisions (I hit ctrl-z a few times) and try clicking a few times on the "linear" subdivisions - you will see that now all the geometry, all the borders of the geometry become visible, not just the ones on the edges models.
This seems to be the most noticeable difference between the two methods, and this is apparently what these methods were intended for. I think it can be used for something useful)
Thanks again for your lessons! Once again, I want to say that they helped me a lot!)😄👍👍
Thanks for this. In short, Linear seems to provide support loops rather than simple subdivide or regular averaging rounding subdivide.
create the separate playlist for blender modifiers. SO I can have the suggestion for the next modifiers...
Thanks for the detailed tutorial😊
Ok, might be a dumb question, but: When I use the modifier, the changes I make are only visible in sculpt mode, and if I apply the modifier, it changes nothing in the actual mesh. So, what is the point of the modifier if you can't keep the changes outside of sculpt mode, how do you use it meaningfully in project? XD
Nice video. After we add the multiress and add more details can we add new polygon to the model. I mean extrude and inset. Because when i try to do that mutiress modifir become messy with the model. Can you explain that how to fix please...?
So, let me make sure I have this straight; if I use the subdivision surface modifier, I can't use it in sculpting unless I apply it...which could make a world of work later in a workflow. But, if I use the multires modifier, I can use it in sculpt and in characters I need to animate, I could just use it for tight detail work like skin wrinkles, fabric stitches, zippers, and such then run my normal/height maps from that, then toss the modifier when I am done and pretty much get a detailed look on a lower res model. Right?
Excellent! Thank you Justin! Only question would be for a texturing noob is there a way to utilize those multi-levels to make displacement and bump maps for the lowest-poly version? That whole area of making those seems like black magic to me yet. Thank you for all your videos sir!
I'll jump in and answer this one -- yes you can, it involves three versions of the same mesh, the low-poly base mesh, the high-poly sculpted mesh, and a second low-poly base mesh (the cage) that has been expanded to completely encompass the sculpt.
Just search for YT vids on "baking normal maps using a cage" to get the details.
niceeeee
how dos the UV part of it work it ghosted for me and the uv map gets stretched when posing the mesh...
i h watched a few tutorials on how to use MULTIRESOLUTION but what i still dont understand is, in what scenrio would i use MULTIRESOLUTION instead of just subsurf and sculpt? i mean, is that just so to save resources for the graphic card to run faster on preview?
Question: Why doesn't the smooth brush work on my multires modifier?
For a plane surface such as the side of a cube, there is no difference between linear and simple subdivisions. On a sphere, since it has no plane surfaces, there will be a difference.
Thanks Justin..my multi rez is not working what could be the issue? it works in sculpt mode but when i switch to object mode to apply multi rez, it disappears
did you find any solution
@@allinonevideos9643 no..just updated to 4.0. Problem resolved..thanks... Good Blending,:)
@@Tinfoil.Hatter but still i don't find any solution i am using 4.0
Yes I wish you would have showed us how it works with the mirror modifier. Or does it?
Just sculpt with symmetry on
#livesaver
Wait this is the same but re-uploaded?
The same as...what?
@@TheCGEssentials I Saw this uploaded yesterday and it got uploaded again today
No you didn't - I filmed and edited this this morning...
Johnny
what's the diff between this and the sculpt layers everyone is praising the sculp dedicated apps?
All they need to do now is add a camera to reference and a distance setting and that's LOD sorted out.
why intro in like this theeeeeeeeeeeeeeeeeeeeeeeeeeeeee🤣🤣🤣🤣🤣
Why sculpt low poly mesh? Subdivide, apply and sculpt. If you sculpting hi poly mesh then return to low poly, you have stupid mesh 💁♂
Man please stop your whatsupp guys! Please
Nope
@@TheCGEssentials Do it even more ;)
@@WyMustIGo Every video! :)
@@TheCGEssentials Awesome! That is why you are so great to watch!