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In this Blender 2.8 tutorial, we’ll teach you how to retopo using vanilla Blender 2.80 without addons. The techniques taught can be used to make topology for any character or 3d model. #b3d #blender
05:31 – Retopo Settings for Blender 2.8
24:23 – Retopology Demo
TL;DR
Enable the F2 addon
Snapping – enable ‘Project Onto Self’ and ‘Project Individual Elements’
Enable Backface culling
Object Context – Viewport Display – enable ‘In front’
Material – Viewport Display – Give it a color
-Modifiers:
ShrinkWrap – Select target object – otherwise default settings
Mirror – Enable ‘clipping’
Subdivision Surface – Use for sanity checking ONLY.
-Modeling Tools:
Extrude Edge – Ctrl RMB
Extrude – E
Loop Cut – Ctrl R
F2 – F (while a point selected)
Bridge – F
Slide – GG
Merge Verts – Alt M
Select tool – W
GridFill
Proportional Editing (soft select) – O
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42 responses to “Retopology for Beginners in Blender 2.8 – Retopo the Correct Way”
Thank you, guys!!!Now i understad, how
i need to do retop!!!!
While used both stuff (Blender & Maya)
which do you prefer still?
The quad draw?
or the tools in Blender? 🙂
SUBSCRIBED. Holy crap, these tips are going to speed up my work flow so much!! Thank you thank you thank you!
how can i grab with the lbm like you? i have only the shit select box?
Is there any box or option where it displays all the hotkeys for each operation? Or at least a TXT file with all the hotkeys mentioned? How is one expected to learn the hotkeys? Where are they mentioned? I just cant switch from maya and not be able to learn all the hotkeys.
I have a texturing question if you do it within Blender.
Would you texture the high poly model, then bake those to the retopo'd low poly model?
Please tell me whether it is necessary to do repotology for models that consist of squares, rectangles.
Which have a very small number of faces and vertices?
(my case is a bridge made of wood)
I just started learning Blender. I can't wait for more types of these videos!
Don't sleep on the polybuild tool (14th in the T-menu) for retopo… It's like extrude and grab in one tool. Like everything in Blender, it takes getting used to but I highly recommend it.
Phenomenal beginer tutorial guys! I'm learning car modelling atm and although retopologizing isn't exactly recommended for modelling a car body. I'm finding it very useful at least while I get a grasp on it. Thanks again! I'll be on the lookout to buy some of your premium tutorials 🙂
12:45 – just switch from Catmull-Clark regime to Simple and it will not distort the geometry
In the video:
So we won't be using any add-ons so lets start by enabling the f2 add-on
Weren't you guys making Modo tutorials before?
Thanks a lot guys, this is gold resource. I'm already making topology on my character right away !
Thanks a lot, it is very clear information.
Grid Fill is also found under face dropdown
Wow, I'm not the only one that thinks modeling like this is incredibly therapeutic, haha!
This was super helpful! Thank you!
Are you going to go over the whole model doing that? Isn't there a contour add-on to do it automatically?
13:17
Is there something I have to setup? extend edge with ctrl+right mouse not working 🙁
The F key was a major lifesafer for me when it came to fixing game models for 3d printing
Right on. Ty
Man do I miss Retopoflow on Blender 2.8 🙁
You guys are my favorite 3d channel in the world
For some reason, transparency in solid view doesn't work when coupled with 'in front'. As soon as there's transparency dialed in, the mesh isn't in front anymore and then it's all chaos, especially when there's a large population of verts – seeing them all with x-ray will drive you nuts with selections. Any advice on this would be valuable.
Soo I'm new to this… But from what I understand is that basiclly by retopoloize your object is to create a low res copy of your Thing for a easier time rigging/animating it and when done Transfer the rig/animations to your high res object….
Soo I use Zbrush for modelling… Isn't it much easier for me to creat a lowres copy in Zbrush (which can be done in a few clicks) Export both objects (highres and lowres) as object files to blender and be done with it?
Sound probably to easy to be true… But im a noob anyways XD
A trick I learned working with music software is investing in a gaming mouse. I use a 12 button gaming mouse that I can map any key or multiple keys like (alt M) for example to a button on my mouse. really speeds things up for shortcuts you use all the time. plus with my specific mouse I can use multiple profiles so I can have my mouse configured for texturing, another configuration for modeling ect. It takes a while to get used to, just like learning all the shortcuts but once you got it you could retopology that whole face while eating buffalo wings with your other hand.
Fantastic thank you so much!
I really like the casual but very practical style of your tutorials, thank you!
Now since re-topologizing causes a severe loss of detail, is it possible to use the origami sculpt as a multi-resolution modifier rather than try to sculpt all that detail back?
Wow! Thx! And now, add please uv, baking, texturing.
volunteer monster looks so stoned! awesome tutorial 😀
Awesome!!!
did you give up from maya ? what is special for Blender I am using Maya I wnat to try blender for future . thanks
Q menu – you can add all your tools to that – like merge, etc…
This is awesome, thanks guys! I'm really hoping you guys do more tutorials like this.
One minor thing.. there was this bonking sound that was kind of distracting… was someone hammering on the wall or something? XD
Coming back into blender, and this tutorial was awesome. Thank you
When I click viewport shading/backface culling, the face of my quad becomes slightly transparent and I cant give it a new color. ¿Por qué? And thanks for great tutorial!
MEN! You saved my life!! I LOVE YOU ♥
Awesome video!
Keep them coming
guys, amazing tut. really good job on covering stuff 🙂
I am eagerly awaiting for your full retopo video, I have seen so many retopo tutorials but none really go into the details of why you should place poles where you should or what is good design principles. Every video says basically what you guys said "good topology is good for animation" etc, but never go into what makes a topology good or why. Not beyond "even spacing" and "follow natural musculature" like should i use odd or even edgeloops? what necessities more detail? why exactly are poles bad beyond "it messes with animation"? some demonstration for each case and some outliers would be fantastic too. also human vs non human… I am guessing if the face is a rigid skull it don't matter at all if the topology is bad, as it won't deform.