Retopology for Beginners in Blender 2.8 – Retopo the Correct Way


https://i.ytimg.com/vi/CuQzPDs99yM/hqdefault.jpg



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

Make sure to follow us on social media to stay up to date with what’s going on!

Subscribe now!
https://www.youtube.com/c/FlippedNormals?sub_confirmation=1

Website – https://flippednormals.com/
Instagram – https://www.instagram.com/flippednormals/
Twitter – https://twitter.com/flippednormals
Facebook – https://www.facebook.com/flippednormals

Our episodes are also available on all major podcast services!

source


42 responses to “Retopology for Beginners in Blender 2.8 – Retopo the Correct Way”

  1. 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.

  2. 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 🙂

  3. 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.

  4. 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

  5. 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.

  6. 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

  7. 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.

Leave a Reply