I made a couple of videos about how the new voxel remesher operates in comparison of dynamesh, as you can see the blender one, re voxelize the entire mesh, making it smoother and smoother, not very optimal.
Yeah. I explained this earlier in the thread as well. However, this smoothing becomes less of an issue the higher density you go, so it doesn’t really hinder you from creating a polished sculpt. In practice they work similarly enough with nearly the same performance. Blender’s Remesh definitely has room for improvement, but for a first iteration it performs remarkably well.
I agree, I recently started testing the sculpt branch and I noticed this too. This is one reason I am not too sure the voxel remesher workflow (as proposed by Pablo) could totally replace dyntopo.
However, this smoothing becomes less of an issue the higher density you go, so it doesn’t really hinder you from creating a polished sculpt.
This is true but I have also noticed no matter how high you get, when smoothing you lose some detail. For instance in a head sculpt I was doing the creases around the nose kept getting smoother and losing detail.
I had to keep reducing the voxel size with each subsequent remesh to keep the detail constant.
Yeah, that is true. However, Dynamesh in ZBrush is not a good method to add micro details either because of its topology results. That’s where ZRemesher usually comes in to quickly optimise your sculpt so you can start adding proper details. If you get to the point where you are doing micro adjustments and adding textures, it is a good time to start considering doing retopology or simply not use Voxel Remesher once reaching a high enough density.
I am more concerned with not having a strong ZRemesher, retopology workflow, subdivisions feature (Multires is broken right now), and Decimation Master in Blender than Voxel Remesher working the way it does now. Those four features are far more important for a finished high quality sculpt work at the end of the day and can bypass any shortcomings that Voxel Remesher has.
I don’t know if it’s a good place to make this proposal here … because I don’t have idea if it would be painting or scuplting …
it would be interesting a tool that paints the details in normal texture format (in a simplified and speeded up way, as brushing and done. )
especially now that Clement is working on improved bump mapping in eevee
There’s very little benefit in that over the currently possible bumpmap painting. The only time I really use normalmap layers in Substance Painter is when I want differing normals per pixel, as the process of turning height into normals inevitably blurs the result.
In the Zbrush example he is using, it is almost the same workflow as the voxel remesher in Blender, not to confuse zbrush’s approach with dynatopo enabled in Blender. Voxel remeshing is a very good approach, especially if it can retain details. Dynatopo in Blender is akin to the sculptris feature in zbrush.
What we need to see in Blender is the retaining of quads with dynamic topology.
For people who missed the FlippedNormals livestream of Pablo’s sculpt branch, they just released an edited down video of the Mass Effect character they were working on in Blender.
To be honest I can’t watch an entire Flipped Normals video without almost falling asleep. These guys ramble on and on and on, mostly about generalities. The really useful tips are usually hidden somewhere between all the babble.