thank you so much bro I would be lost without your tutorials.
@chuctanundaspiderbone5407
7 ай бұрын
This was very helpful, thanks. It definitely cleared up some confusion I've had about the remeshing process.
@mrhollywood5285
7 ай бұрын
LOL .... I watched to the end ...... Nice clarity in your descriptions. Thanks Jan Cheers MR H
@NagaVibzartworks
7 ай бұрын
Right in the field I'm digging right now. Thank you
@themysteriousfox3767
6 ай бұрын
This was just what I was looking for!
@EnricoPanebianco
7 ай бұрын
I use Blender; and I must say that following your tutorials (#Blender_Secret), which compared to others who make video tutorials, are clear and coherent; as in this case of the published video tutorial, but on the other hand I consider it as the first step, it would be nice if Blender Secret considered the continuation of this video in topology or retopology as alignment of the: vertices, edges and faces in the coordinate axis x,y,z. HI
@saturday_soldier
2 ай бұрын
good video. clear and to the point
@Xiovox
7 ай бұрын
Great work, very helpful. Thank you for creating this.
@fundamentalphoenix
7 ай бұрын
Thank you! Very helpful information
@Yakışıklı-Arthur
4 ай бұрын
thanks for quad remesh :D
@aghayejalebian7364
7 ай бұрын
very good video I learned a lot
@j_shelby_damnwird
6 ай бұрын
Nice, thank you. Could you do some videos about preparing sculpted meshes for 3D printing?
@GaryParris
7 ай бұрын
awesome as ever :O)
@drmarcioonida
7 ай бұрын
Amazing content!!!! Iwould like to use a solid object to push a body surface from inside, simulating the skin behavior of wrapping arround it and move. Could you make a video or do you already have one?
@pile333
7 ай бұрын
Nice. I guess it could be useful for 3D print as well. Does remeshing cause some normal shading issue?
@raxsor9412
7 ай бұрын
Is it possible after remesh and then retopology transfer the UVMap? Even if I have one texture ready?
@ighodaroobasuyi5745
7 ай бұрын
Nice one. Way to go. Please can the QuadRemesher paid addon be used for auto retopology for rigging and animation?
@BlenderSecrets
7 ай бұрын
Well, like I said in the video, for characters you need specific topology flow, check Pinterest for some good examples (search 3D topology, for example). However I think it can get you 80 or 90% there. If it’s for other things than characters, maybe 100%. It’s pretty nuts how good it is, I’ll make another video just about that add-on at some point.
@ighodaroobasuyi5745
7 ай бұрын
@@BlenderSecrets okay. Thank you so much for the clarification. Would be expecting the video. Thanks once again for all you do
@Noah-ng6rn
2 ай бұрын
Mine does something weird, and i think its because the fingers are too close. They keep merging together (And i cant ctrl+z anymore...). Any fix to this? Im fine with remodeling the hands if needed.
@BlenderSecrets
2 ай бұрын
That's a common issue with remeshing, and that's why generally you'll keep objects like fingers separate until the remesh resolution is quite high. If it's high enough, they won't merge together. Of course, try to keep some space between them as well. If you can't undo, increase the undo levels.. and save more, incrementally...
@reudig123lol4
7 ай бұрын
Ctrl+R doesnt work for me in terms of creating the voxel remesh, just makes the changes in Voxel size tinier when moving the mouse
@reudig123lol4
7 ай бұрын
Oh I see... its a paid addon ?
@BlenderSecrets
7 ай бұрын
@@reudig123lol4Are you talking about Voxel remesh? Several things are discussed in the video. Ctrl+R is the keyboard shortcut for voxel remeshing. It's not a paid add-on. Later in the video, I show Quad Remesher, which is a paid add-on. If Ctrl+R for some reason doesn't work for you, you can click on the Remesh button, as shown in the video
@reudig123lol4
7 ай бұрын
@@BlenderSecrets Yeah I just recapitulated this Video, sorry to bother. it works just fine ! the Shortcut would come in handy tho... Ill figure it out, thanks for the tip. now I dont need to fill brush the whole character with dyntopo on. really nice !
@madhanganapathiraman7467
6 ай бұрын
Weird remesh behavior is due to the object has a hole or unfilled faces
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