In this Blender 2.5 video tutorial we retopologize a high-resolution, sculpted creature head to create a low-resolution version suitable for rendering and/or a realtime envrionment.

We also go on to bake out a normal map from the high-resolution model to the low-resolution.

You must be logged in to upload images. Register

Discussion

42 Responses to “Creature Head Retopology and Normal Mapping”
  1. Nick Dart
    Posts: 15

    Yay first (i think)
    thx johnothan this is great

    #
    1
    Aug 30, 2010 at 8:00 pm
  2. Posts: 24

    This is just blender secksieness

    #
    2
    Aug 30, 2010 at 8:16 pm
    • Posts: 24

      BTW, this is why I’m glad I’m a citizen, is to support these great tuts.

      #
      2.1
      Aug 30, 2010 at 8:21 pm
  3. Sebastian
    Posts: 2

    Glad to be a citizen too. Thanks for the great tutorial Johnattan, you are a great teacher!

    #
    3
    Aug 30, 2010 at 8:23 pm
  4. Bryan Tenorio
    Posts: 17

    This looks really easy, and most importantly extremely useful. I’m definitely going to be doing this in some future projects.

    #
    4
    Aug 30, 2010 at 10:37 pm
  5. Matt Heimlich
    Posts: 10

    Hey Jonathan,

    Awesome tutorial, Retopo can be really daunting without some instruction before hand. Just wanted to point out that as far as I know the sun lamp works as well in GLSL mode. It makes it somewhat easier to get a good preview than setting up a point lamp system.

    Keep up the awesome work!

    #
    5
    Aug 31, 2010 at 12:05 am
  6. temujin143
    Posts: 1

    simply awesome! thanks for the tut.

    #
    6
    Aug 31, 2010 at 12:30 am
  7. Brennan
    Posts: 18

    Thanks for the awesome tutorial! I’ve actually been looking for something to this effect in Blender 2.5 recently.

    Keep up the good work, man! Your tutorials are the best!

    #
    7
    Aug 31, 2010 at 1:38 am
  8. @Omar_Ramirez
    Posts: 10

    Awesome tutorial.

    Been working with the baking system lately and it, indeed, is quite buggy and crashes a lot currently.

    #
    8
    Aug 31, 2010 at 2:33 am
  9. Shane
    Posts: 10

    Hey Johnathan, great model and tut.
    Where you have hidden the operator panel from the tools panel – it is minimised to the small plus icon at the bottom corner of the 3dview. Clicking that will put it back in the tools panel.

    #
    9
    Aug 31, 2010 at 3:17 am
  10. Posts: 63

    Seems cool Jonathan, but also seems you didn“t take a long break after the training series was complete ;-)

    #
    10
    Aug 31, 2010 at 4:27 am
  11. bgr
    Posts: 13

    how do you rotate the camera around the cursos?

    #
    11
    Aug 31, 2010 at 4:44 am
    • Posts: 1415

      By pressing “.” you can change the pivot point to around the 3D cursor.

      -Jonathan

      #
      11.1
      Aug 31, 2010 at 7:39 am
  12. kram1032
    Posts: 71

    Looks great :D
    I wonder what will be possible, once the render branch and ptex are merged into trunk :)

    #
    12
    Aug 31, 2010 at 6:51 am
  13. Syl20
    Posts: 3

    Thanks, it looks great !

    #
    13
    Aug 31, 2010 at 7:01 am
  14. Ninjabuntu
    Posts: 10

    Awesome! Going to be needing this handy feature very soon in the near future so thank you in advance for this…

    #
    14
    Aug 31, 2010 at 12:14 pm
  15. peter parker
    Posts: 2

    your models are a treat to look at and learn from :D

    #
    15
    Aug 31, 2010 at 1:15 pm
  16. AJM
    Posts: 1

    In some cases (haven’t tried this with a head) I’ve been duplicating the hi-res object, lowering the multires, applying it and then bake. Saves a lot of retopo time, but may not work with all object types. I mainly use this method for solid, non-deforming objects. Nice tutorial as always.

    #
    16
    Aug 31, 2010 at 1:37 pm
  17. Posts: 208

    Very nice , when I get to this level I gotta / must learn this .

    #
    17
    Aug 31, 2010 at 2:35 pm
  18. lucas92
    Posts: 2

    Amazing the small amount of time used to render the normal map model. Thanks for the tutorial. :)

    #
    18
    Aug 31, 2010 at 7:20 pm
  19. Posts: 16

    Awesome tutorial Jonathan, Topo has always been taboo or even an evil task. Thanks again my friend, this one
    will be valuable to have. I have a question, if you don’t mind :)
    http://durian.blender.org/development/three-4k-posters/
    On here they are talking about un-touched 4k renders. Can you explain what they are talking about? the textures? or a High res render?

    my renders are only 96 x 96 dpi…

    Once again thanks for all of your time and knowledge

    -Tungster

    #
    19
    Aug 31, 2010 at 8:20 pm
    • kram1032
      Posts: 71

      Renders which are not yet composited, I’d guess…

      #
      19.1
      Sep 1, 2010 at 5:24 am
      • Posts: 16

        @ kram1032,
        Ahhhh, renders left as is,
        Many thanks my friend,

        Peace
        -Tungster

        #
        19.1.1
        Sep 1, 2010 at 6:31 am
  20. Posts: 55

    Very cool stuff. As always, I’m impressed. I also like the creature model you’ve done. I think it would be cool to see this thing fully colored, spec mapped, and all that good stuff.

    #
    20
    Aug 31, 2010 at 9:17 pm
  21. Marcus
    Posts: 20

    Cool tut!
    Nice you are in contact with the dev of surface sketching script,
    please let us know when a working surface sketchign update is out!!!

    #
    21
    Sep 1, 2010 at 6:40 pm
  22. Jerpod
    Posts: 8

    Woah… no way! Very cool. It makes me wanna go out and find some complex head models and practice with this tool for topology exercises. Great tutorial!

    #
    22
    Sep 2, 2010 at 2:12 pm
  23. NinthJake
    Posts: 9

    Great tutorial as always Jonathan. Watching this made me want to make a bust :D

    Can I request tutorials here? If so I would like to have a tutorial on how to make SSS textures for human models (with the epidermal and subdermal maps) because this is something I have looked for – for around three months now and haven’t found even one for any software :(

    #
    23
    Sep 3, 2010 at 4:28 am
  24. Serpent36
    Posts: 80

    Great tutorial! So that’s where the Retopo feature from 2.49 went..

    And, I find it really awesome that you plan all the times you will create a tutorial! (And I now know one you are about to create..)

    #
    24
    Sep 3, 2010 at 3:34 pm
  25. frogger
    Posts: 2

    i’d love to see a tutorial on something like this, i liked your old monster tutorial but it was like in 2.46 or something

    great tutorial as usual :)

    #
    25
    Sep 6, 2010 at 2:48 am
    • Lamoot
      Posts: 1

      One extra thing you could do is:

      -open the normal map in GIMP
      -duplicate layer
      -set the duplicated layer blending mode to overlay
      -merge layers
      -run GIMP’s normal map filter and set it to “normalize only”

      This way the normal map will be stronger. Blender’s baked normal maps seem to be a tad weak/flat by default, so this extra step can help you push out the detail added by the normal map.

      #
      25.1
      Sep 19, 2010 at 11:08 am
  26. MrIsaacs
    Posts: 1

    awesome job jonathan

    #
    26
    Sep 20, 2010 at 11:50 pm
  27. therealnoz
    Posts: 22

    Man, you are so good at retopology; and, I guess, topology in general. I can never figure out where to put poles or how to evenly distribute vertices.

    #
    27
    Sep 22, 2010 at 4:33 pm
  28. Vinicius Niu
    Posts: 6
    #
    28
    Sep 24, 2010 at 12:21 pm
  29. Posts: 52

    Hey thanks alot for this, now I can get on with doing the clothing on my character (shrinkwrap wasn’t working out for me)

    #
    29
    Sep 24, 2010 at 3:43 pm
  30. Posts: 4

    i think the in the influence pannel you need to turn up normal.

    #
    30
    Dec 20, 2010 at 8:56 pm
  31. Stephon
    Posts: 1

    Hello, first I’d like to say awesome tutorial.

    second. I’m using blender 2.56 and the polygons are viewable in the normal maps that i created.

    I’ve tried deleting doubles, flipping normals adding smooth shading but nothing seems to work,
    the only normal map setting that seem to work is world, but even that is leaving seems in the middle of the maps. Any help would be greatly appreciated.

    #
    31
    Feb 1, 2011 at 7:42 am
  32. Posts: 7

    Im a Blender user for about a month now and this is the single most incredible tutorial on topology I have watched EVER.Combined with the tutorial about sculpting,I believe that jonathan Williamson has given us the best info on Blender on the internet.Its like PRON for Blender users.

    I admire your work and the way you present each tutorial is very pleasing and easy to asimilate and learn.

    Salutations from Bulgaria to you sir.

    #
    32
    Dec 21, 2011 at 12:51 pm
  33. Posts: 6

    I had no idea there was such a fantastic surface snap tool… I knew about the other snap options for the most part… but this…

    I now know how to do the complex retop I’ve been avoiding!
    Keep up the awesome tips.

    #
    33
    Jan 21, 2012 at 8:47 am
  34. Posts: 95

    Can you do all of your animations for a movie with the lower poly version, and then link the rig and animations to the high poly when you’re ready for the final render?

    Jeremy

    #
    34
    Jan 23, 2012 at 9:16 pm
    • Posts: 6

      Yes and no… There are a few problems with doing that. First and foremost being that a 3 million polygon highpoly mesh isn’t going to be the most cooperative thing for animations. The second issue is that the reason we bake normals is to allow most of the detail quality of the highpoly mesh, on a lower-poly mesh. However, if you watch Jonathan’s facial rigging and animation tutorials, you’ll see a method that could -theoretically- allow you to do what you described. You would use the lowpoly mesh as a Mesh Deform modifier, and the highpoly mesh would be it’s area of affection…

      I say theoretically because Blender, your computer, etc., may not be able to handle that kind of processing power.
      Generally with animation, we want to have the lowest adequate polycount… with still renders, highpoly meshes are ok, provided you only want to render once… (Higher counts equate to longer render times. Professional art studios can set up renders that take multiple days to render a single frame, though this is done rarely, and usually faster methods, like lowering polycount, lighting accuracy, etc., are employed, as they aren’t noticeably different)

      That said, I’m not Jonathan Williamson, but those are my instincts as moderately experienced artist. I hope that helps.

      #
      34.1
      Jan 23, 2012 at 10:22 pm
      • Posts: 1415

        You’re absolutely right. I should have expanded on my previous comment. You can use the multiresolution modifier to sculpt in some nice extra details but in order to use it for animation you’ll want to bake that normal detail out so as to be able to remove or disable the multiresolution during animation. Using the “Bake from Multires” feature should make that quite simple and allow you to keep just a single mesh rather than retopologizing.

        -Jonathan

        #
        34.1.1
        Jan 23, 2012 at 10:51 pm
      • Posts: 95

        That’s a great explanation thank you!

        When do you know to use a base mesh with multi res and bake multi res, versus making a multi res and retopologizing it?

        It seems like an extra step to retopologize when you’ve already created the low poly mesh at the beginning of the sculpt.

        Jeremy

        #
        34.1.2
        Jan 23, 2012 at 11:26 pm

Leave a Comment