Sculpting Basics | Multiresolution vs Dyntopo | When to use which

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  • čas přidán 27. 07. 2018
  • This tutorial compares the multiresolution modifier to Dyntopo for sculpting techniques and workflow and shows the best way to combine the 2 for good results.
    retopology setup guide - • RETOPOLOGY setup & gui...
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Komentáře • 116

  • @MisterDragelof
    @MisterDragelof Před 2 lety +3

    Plain, simple and to the point. Many thanks

  • @KadeMarkoux
    @KadeMarkoux Před 6 lety +10

    Thanks Grant, I knew of the two but never really fully understood why there was the two different workflows for it so your video clears up all the confusion I had with it. :)

  • @jonny11995
    @jonny11995 Před 3 lety

    I was trying to figure out the best way of doing this today but kept doing it back to front. Thank you you're a life saver.

  • @nottinghasm
    @nottinghasm Před 5 lety +2

    Yet another great Blender vid from Grant Abbitt. Somehow he manages to get quite in-depth but remains clear throughout. Great stuff.

  • @daan3898
    @daan3898 Před 6 lety +4

    I was doing exacly this on a little creature, thanks for the multiresolition tip!

  • @jeffceff2821
    @jeffceff2821 Před 3 lety

    So good thanks a lot , you helped me a lot that you cant even imagine how much

  • @Jonas_Fox
    @Jonas_Fox Před 5 lety

    Brand new to all this. Thanks so much for sharing your knowledge. Been learning a lot!

  • @isabel2793
    @isabel2793 Před 2 lety

    thank you so much for sharing your knowledge i found your videos very helpful!! you are a great artist!! :D

  • @BoomPunchPear
    @BoomPunchPear Před 4 lety

    This was so helpful!!!

  • @webtester936
    @webtester936 Před 3 lety

    Thanks for helpful video! Very usefull information, for me especially about workflow.

  • @shannonbennetts
    @shannonbennetts Před 5 lety +2

    Thanks so much man, this was super helpful! Also, your voice is amazing :D

  • @ZacharyAghaizu
    @ZacharyAghaizu Před 4 lety

    Nice and clear! Love your videos

  • @valbercardoso7982
    @valbercardoso7982 Před 6 lety +2

    very good!

  • @PonteRyuurui
    @PonteRyuurui Před 4 lety

    perfect, cheers G

  • @alexdib3915
    @alexdib3915 Před 3 lety

    Thank you!

  • @jesuschristus2363
    @jesuschristus2363 Před 6 lety

    Thanks, man!

  • @MagicSwordFilms
    @MagicSwordFilms Před 5 lety

    Very helpful thank you!

  • @macewen1
    @macewen1 Před 5 lety

    Excellent distinction, thank you. I was struggling with using dyntopo with with a custom brush set and think I should have tried the subsurface mod.

  • @Jellybeancracker
    @Jellybeancracker Před 2 lety

    Perfect!

  • @esuriddick
    @esuriddick Před 4 lety +7

    Finally, a good comparison and explanation video. Thank you! Where did you get those brushes for the rocks if you don't mind the question?

  • @lotus209
    @lotus209 Před 4 lety

    ty dude nice tutorial

  • @sribalramdas6158
    @sribalramdas6158 Před 4 lety

    You people are angels of God. Thank u so much.

  • @zubankesari7464
    @zubankesari7464 Před 3 lety +1

    Thank you for not deleting the default cube and adding another Cube in the beginning

  • @CringeLord_XD
    @CringeLord_XD Před rokem

    Dear god you´re amazinh!!!

  • @animatorosoro9985
    @animatorosoro9985 Před 5 lety

    helped me a bunch

  • @AlanDarkworld
    @AlanDarkworld Před 5 lety +7

    Very nice explanation. I only recently discovered Dyntopo, and it solved a lot of issues for me. However, I agree with you that it does produce a messy geometry. If only there was a way to have dyntopo generate quads exclusively... By the way, I didn't find the link to the retopology addon in the description you talked about in the video.

    • @grabbitt
      @grabbitt  Před 5 lety

      Yes, must remember to put the link in

  • @StrikeDigital3D
    @StrikeDigital3D Před 6 lety +3

    Woah
    You literally just read my mind!
    I was just wandering about this!

  • @wilcrea2772
    @wilcrea2772 Před 4 lety

    thanks Guy !

  • @greatstaro9255
    @greatstaro9255 Před 4 lety

    I'm shocked that I've been using Blender for 5 months already and there was not sculpting tutorial explaining this extremely IMPORTANT modifier. I used to work hard to generate less polygons as possible but then I found someone using this modifier Lol

  • @AP-rq2pe
    @AP-rq2pe Před 4 lety

    You sure are a sculpting master

  • @Zingosart
    @Zingosart Před 4 lety

    I just learned Blender 2.8 has a "Bake from Multires" option for baking normal maps.
    Another great reason to use Multires, if you also need a low-poly sculpt with a normal map, instead of going through the usual normal baking process.

  • @shamanik1320
    @shamanik1320 Před 6 lety +1

    Great shortcut is if you're in modeling phase and press control 0-9 itll add a subdivision surface modifier already and set that number as the detail level.
    When you're in sculpt mode, itll automatically add the multires modifier instead of the subdivision surface one.

  • @Kholaslittlespot1
    @Kholaslittlespot1 Před 5 lety +1

    This explains a lot of my recent mistakes. Any videos or good resources on re-doing Topology? I get the idea but in practice it looks like a pain!

    • @grabbitt
      @grabbitt  Před 5 lety

      I go through retopology in my spartan warrior series :)

  • @doriandowse
    @doriandowse Před 6 lety +3

    Would I be correct in assuming the Multiresolution modifier would keep the poly count constant? I'm looking to use Blender to make custom morphs for Daz3D,. For this purpose you can move the vertices around, but can't add or subtract verts.

    • @dunas2662
      @dunas2662 Před 6 lety +4

      Multiresolution Modifier does almost the same thing as the Subdivision Surface Modifier (Divides the polygon into 4 little polygons each time) the only diference is that the Multiresolution stores the polygon data in a way that makes posible sculpting without distorting the original mesh, while the Subsurf is mostly used for smoothing surfaces or just add more polygons to the mesh.
      So if you start, let's say with a 500 polygon model, using 3 levels of Subsurf or Multires will give you 32k polygon count which is (500 * 4)^3, in other words just divides each polygon consistently keeping quads as posible
      Hope I helped :D!

    • @grabbitt
      @grabbitt  Před 6 lety

      Yes as John says...

    • @CrimzonRX
      @CrimzonRX Před 6 lety

      Would I be correct in saying that Dorian is likely looking for morph targets or shape keys???

    • @doriandowse
      @doriandowse Před 6 lety

      I'm not sure. I'm trying to nut out a process for making characters for Unity. Currently making them in Daz3D and exporting straight to Unity with blend shapes. I've been frustrated with the morphs in Daz, so I've got a process to export to Blender, alter the mesh, then re-import to Daz as a morph. With a few of these I'll be able to make new characters by mixing different custom morphs.
      While looking for tutorials on sculpting in Blender, I discovered Grant's channel. I'm loving his whole sculpting process, so now I'm considering ways to go straight from Blender to Unity. It means I'll have to reinvent a lot of stuff that Daz does by default, but it also means I can make LODs (Daz's base mesh is 20k).

  • @hvfscbjhgvddzco
    @hvfscbjhgvddzco Před 4 lety +2

    sculpting guys usually don't delete the default cube. they can make everything of it. Thanks)

  • @belfr6091
    @belfr6091 Před 4 lety

    In your video of the quick base mesh model you used dyntopo and explained the skin modifier and metaballs. I was completely confused when i tried to paint it because of the thousands of vertices and triangular faces in edit mode. So to paint on such do you use the topology face method like you did with the elephant or is there another way to do it? Thank you!

    • @grabbitt
      @grabbitt  Před 4 lety

      you have to retopo in order to paint yes

  • @jeanP309
    @jeanP309 Před 5 lety

    so to sculpt a detailed character stick with multi resolution for animating and use for games will not require to re topology the models right?

    • @grabbitt
      @grabbitt  Před 5 lety +1

      Yes that is one way of approaching it

  • @anzatzi
    @anzatzi Před 3 lety

    @ 1:29 very confusing. you are adding resolution with the modifier than removing it; how is this different than subdivision modifier?

  • @elmoghiras
    @elmoghiras Před 5 lety

    you could copy the details from your sculpture onto your new retopo model + multires modifier by using a shrinkwrap modifier instead of adding details again on the multires modifier

    • @grabbitt
      @grabbitt  Před 5 lety

      yes but the shrink wrap does not always capture all the details i find

  • @abdullahalxayed3419
    @abdullahalxayed3419 Před 3 lety

    So after I apply multires modifier to my mesh my topology becomes dense right? So do I have to retopologize the mesh again after sculpting details before proceeding to Uv umwrapping?

    • @grabbitt
      @grabbitt  Před 3 lety +2

      No you bake from high to low

  • @lcmiracle
    @lcmiracle Před 6 lety +3

    Hi! I am an on-again-off-again student of 3D modelling and animations. My focus is currently that of creating low-poly models with high-detail textures & normals using PDR materials as video game assets. I prefer box model first, and create high-quality meshes to be baked onto the low-poly mesh using sculpting.
    My problem so far is that, while I can sculpt some details with a mouse, I lack precise control; but when I used a graphic tablet (I have a Wacom Intuos tablet), I have trouble creating consistent details (like a straight border with minor erosion) since I often have to piggy-back and draw on the same region multiple times, and that creates really ugly lumps instead of a smooth surface. I tried using the smooth brush but that does not remove the inconsistent general shape.
    How do you manage this issue, like when you created smooths veins on an organic creature or the shape of the eyelids? Thank you very much!

    • @grabbitt
      @grabbitt  Před 6 lety +3

      in sculpt mode for very fine details whilst in dyntopo i use subdivide edges instead of subdivide collapse (whilst in relative detail with the brush detail set very low). It creates smoother details.

    • @lcmiracle
      @lcmiracle Před 6 lety

      Thank you again. By the way, would you do a video on the detailed settings on the sculpt brush? Like what anchor does?

    • @alexl7213
      @alexl7213 Před 5 lety

      If you are working for low-poly with baked normals, then you should work more on the base low-poly mesh, and use multi-res for adding sculpt detail. There's a flatten/ contrast and the scrape/peaks brushes to make planar the areas that you want. Use the crease brush to increase contrast between areas.
      The initial low-poly shape is very important. If you make it well, you don't need to retopologize anything. Just add subdivision levels to the multi-res, and use it to bake a normal map.

  • @activemotionpictures
    @activemotionpictures Před 5 lety +1

    Thank you for sharing. How do you "flatten" (smooth) irregular surfaces so that it will not show any "bumps"?

    • @grabbitt
      @grabbitt  Před 5 lety

      Hold shift

    • @activemotionpictures
      @activemotionpictures Před 5 lety

      @@grabbitt yes, that´s the default method, but when you do it too much, you loose detail. I guess a flat smooth brush should do the trick.

    • @grabbitt
      @grabbitt  Před 5 lety

      @@activemotionpictures yes if you want to flatten a surface

  •  Před 4 lety

    This is what I was looking for as a clean explanation the difference between them and how we gonna use them together (Y) Thank you so much. In Blender 2.8 I think they have same ways to use, right? DO you have any 2.8 version of Dyntopo and Multires?

    • @grabbitt
      @grabbitt  Před 4 lety +1

      Not yet but I will eventually 😃

    •  Před 4 lety

      @@grabbitt Thank you Grant, I also work on an elephant and I'd like to see after dynotopolgy what is the proccess for retopology and normal bake for animation ready. If you help me about it I will be sooo glad.

  • @texaschainsawmass
    @texaschainsawmass Před 3 lety

    Hi, im newbie in blender, I used detailed modeling and sculpting in multires and my basic model shape is far cry of how multires model look. How I can sync the basic model to the multires?

    • @grabbitt
      @grabbitt  Před 3 lety

      not sure you can after the fact. but if you turn off the levels of complexity then it should still be there

  • @UZEETM
    @UZEETM Před 5 lety

    how do you UV unwrap a model with so much details?

  • @petrok8618
    @petrok8618 Před 4 lety

    Can I paint different color areas on a single sculpted HI-polygon object somehow without making UV-unwrap in Blender?

  • @MaruskaStarshaya
    @MaruskaStarshaya Před 4 lety

    I used to use a MR method, but It's annoying to struggle with those detail and density control and I switched to Dyntopo and now completely happy having no problems. If you need a fine small details - just change a "Detail size " of Dyntopo parameter to smaller value

  • @raw238
    @raw238 Před 5 lety

    Trying to be an indie Gamedev
    Is Blender enough or do we need Zbrush for better Sculpting and Retopologizing (Solids, Characters, Fabric, Trees, Vehicies, etc) ?

    • @grabbitt
      @grabbitt  Před 5 lety

      I would stuck with blender personally to keep costs down. You can do everything the others do. It sometimes takes a little longer but there are also great addon to speed things up

    • @raw238
      @raw238 Před 5 lety

      @@grabbitt Thanks I'm slightly reassured now

    • @mateuszwodarski4073
      @mateuszwodarski4073 Před 5 lety

      its humans do stuffs not software, zbrush wont give u skill, u can learn zbrush anytime more fast than just learn scuplt i think.

  • @SonnyBurnett2008
    @SonnyBurnett2008 Před 5 lety +1

    What if u used multires, apply, go to dyntopo, aply fill detail and do a new multires and go sculpting?

    • @grabbitt
      @grabbitt  Před 5 lety

      Yes that can work but it will increase your poly count a lot

    • @SonnyBurnett2008
      @SonnyBurnett2008 Před 5 lety

      @@grabbitt so could we say, you can create your character from scratch using dyntopo, and when its finished, drop a multiresolution modifier in it to make final details and removing that harsh lil triangles look?

    • @grabbitt
      @grabbitt  Před 5 lety

      you could but your mesh may become very high from the multiresolution but it is possible

    • @SonnyBurnett2008
      @SonnyBurnett2008 Před 5 lety

      @@grabbitt oh my...im missing zbrush....well...the mesh can be very high...but if you will do retopo later...isnt a real problem, right?

    • @grabbitt
      @grabbitt  Před 5 lety +1

      @@SonnyBurnett2008 yes

  • @hoffystunes
    @hoffystunes Před 6 lety

    What graphics ard have you got? Will a 2gb 1050 be enough for this? Good video I learnt some new things thanks

    • @shamanik1320
      @shamanik1320 Před 6 lety

      Ryan Hough Just depends on how much detail you want and what kind of performance you dont mind working with. A better card is going to give you millions more polygons of detail. What you're talking about you can probably go to 20 million perhaps? A trick to use is that once you're doing a final detail pass, do your detail flood fill on a very high amount of resolution and then turn your dyntopo off, since while it's on it's going to be slower but doesn't need left on for final work.

    • @hoffystunes
      @hoffystunes Před 6 lety

      shamanik1320 ah thanks man iv only recently started using blender and was worried my 1050 wouldn't handle it but it seems to be OK so far, I guess as I progress il have to upgrade my gpu. Thanks for that tip I haven't heard it before.

    • @shamanik1320
      @shamanik1320 Před 6 lety

      Ryan Hough Sure thing. Got it from the Mastering Sculpting course made by Zecharias Reinhardt.
      If you ever get a 1080 (although 1100s are around the corner) make sure you get one with ddrx5 memory and not plain ddr.
      I'm still using a 4gb 680 and it's doing pretty good but I want to upgrade someday.

    • @hoffystunes
      @hoffystunes Před 6 lety

      shamanik1320 yeah il take a look into that later, I built my pc at the beginning of this year and gpus were crazy expensive so ii built a pretty solid system and just put a 1050 in I was planning a 1070 but it pushed way over my budget. Is a 1070 powerful enough?

    • @grabbitt
      @grabbitt  Před 6 lety +1

      i have a gtx 980

  • @akshitarora7919
    @akshitarora7919 Před 6 lety

    Whoa man can't believe it..I just wanted this thing 👌👌👌 thank you mann!
    (Edit) and plzz grant can u provide me with skin folds texture for my dog for sculpting plzzzz plzzz
    I will be very thankful to u. Plz do it for ur subscriber🙏

    • @grabbitt
      @grabbitt  Před 6 lety

      email me and i'll send some across. grant.abbitt@gmail.com

    • @akshitarora7919
      @akshitarora7919 Před 6 lety

      Grant Abbitt just did .. Thankyou 😄

  • @spittingame4241
    @spittingame4241 Před 3 lety

    I'm creating a VIDEO GAME, I just created over 200 full body characters from here to toe in blender.
    I just need to add fine detail like wrinkles, the puffiness under the eyes etc.
    What is the best method to use DYNTOPO or MULTI-RESOLUTION?
    But I DON'T want to go through the trouble of Retopologzing all 200 characters just so it could render.
    I just want a straightforward flat answer.

    • @grabbitt
      @grabbitt  Před 3 lety +2

      multiresolution you dont have to retopo you use the low resolution

    • @spittingame4241
      @spittingame4241 Před 3 lety

      @@grabbitt I was panicking because I thought if I use Dyntopo or multi-resolution and start sculpting them, my characters would suffer when it was time to render and put them in-game but you have brought peace back to my valley.

    • @grabbitt
      @grabbitt  Před 3 lety +1

      @@spittingame4241 dyntopo will change them but multiresolution will wrk

  • @vmGrymm
    @vmGrymm Před 2 lety

    Now I understand why I didn't get good results sculpting xD

  • @sasaha8389
    @sasaha8389 Před 5 lety

    difference: one is desctructive, the other isn't....right?

  • @lucapower3176
    @lucapower3176 Před 6 lety

    Just wondering, do you recommend any graphics tablet for beginners that's relatively cheap?

    • @grabbitt
      @grabbitt  Před 6 lety

      Yes gabbitt.co.uk/tutorials-1/sculpting/index.html There's a link to on my site. It's still not really cheap but it's the best price for quality and you dont have to keep plugging the pen in. The pressure sensitivity is very good and it's easy to install and use. (it's an affiliated link so you will be supporting me if you click on it. But I can thoroughly recommend it. It's easily the best in it's price range )

    • @lucapower3176
      @lucapower3176 Před 6 lety

      Grant Abbitt Thanks a million

  • @Thefuryspeed100
    @Thefuryspeed100 Před 6 lety

    Cool