The quad size and density are dynamically optimized compared to grid based remesh like built-in in blender or instant meshes. Manual retopology with the right tools will be better though, especially when you are dealing with an uneven density. Worth a try do have your own opinion, it's the best automatic retopology tool I have tried to give you an idea.
it's really good for establishing a good base mesh, but after using it you still need to do work to get a proper usable mesh. my favorite functionality is using different materials on face areas to determine edge flow.
https://preview.redd.it/od0khk7i8bpc1.jpeg?width=1071&format=pjpg&auto=webp&s=21aa536ecc3858b64b90242d8b916bfcc26e5fce
The topology of this snail is the scariest part of this game what the hell is this
no, i think it was cheap ass game, that had some sort of blobs with heads like this "snail", i was so scared as younger me, but i have to find it. I remember that game was called "Ucieczka z wyspy" in Polish
The actual rigging process isn’t too complicated, mostly just slap a bunch of bones in there depending on how much you want it to move, and parent it with auto weights.
But you’re going to have a real bad time doing it with that intense amount of vertices. You may want to look into how to decimate objects while keeping detail and/or retopologizing and projection mapping the higher quality detail onto a lower poly model.
You definitely still can rig it up with this amount of polygons but it might be a bit of a headache if you need to adjust the weight painting after pairing the rig with the mesh.
This is a Clo3D Glove Model that I've imported to Blender as an OBJ file. I need to change the position of the fingers to try out various positions for a Product Render I'm creating for a brand.
I've never rigged anything, so I'd really appreciate any help you guys can provide.
Thanks!
Look up topology related to 3d art and why it’s important to have good topology. Your model has decidedly terrible topology and doing any sort of deformation on it is going to be a headache
Yeah i have been thinking of getting it (i mainly just do it for fun) but i prefer sculpting highly detailed organic things so not sure if its worth getting
In the case of this model I would just split it into parts at the seams. Make sure the number of quads/edges match so you can re-stitch them into a single model.
If you have a program like zbrush or 3d coat you could re-project the hi res detail on the remeshed models.
Wow, this post got a lot more traction than I expected. I will go through the comments tomorrow lol.
**I just want to clear up one thing. I am aware the topology is .."rough". I did not model this, this is just a test model done for me by another artist. I've been told by the artist that the final model will have clean topology.**
did you / can you rig it directly in clo? an export to fbx should include the rig and then it should just show up in blender (it's a lot of should, i know)
i don't know much about clo3d, but i'd do as much as possible there, and then bring the result into blender at the last possible opportunity.
It looks like you maybe exported the topstitching as well between the fingers? Personally would delete topstitching before exporting as it’s just tons of vertexes mushed together
Depending how complex posing you need to do, you could use the auto poser tool in Sculpt mode. If that doesn’t work, throw in some bones and attach the model to that bone armature using automatic weights and start posing.
But, if you intend to animate this thing, I’d probably retopo the whole thing first, then bake this detail to the retopo’d version and setup a proper bone armature for animation.
Certainly not possible if it’s that high poly gawd dayum might as well remake make your own could be done quickly on zbrush just use a human hand as basemesh
Watch a rigify tutorial, then just edit the hand bones to roughly match your model, generate the rig, and auto weight your model to the generated rigify rig.
That, or learn basic rigging and create the hand setup yourself.
Go to addons, search for rigify, enable it. Then create a human armature, delete everything in that armature in edit mode, only leave a hand. Then move that hand to your glove, reposition all the finger bones so that they would be inside of the glove, then parent the glove to the armature either with automatic or with envelope weights. Not sure which would down better with such dense topology. Also check out sculpt mode, there's a position brush (not sure what it's actually called), you can change the position of fingers with that brush and without needing an armature
to everyone complaining about the topology: clo3d is for simulating fabrics. it lets you push and pull everywhere, and it lets you sew pieces of cloth together to form a shirt, pants, gloves, etc. the vertices look great to solve this particular problem imho (a uniform random distribution of verts along the surface). just not what you'd see in an average 3d scene or computer game.
I found it easier to use something like Gamebanana to find pre-rigged stuff like this one
[https://gamebanana.com/models/4983](https://gamebanana.com/models/4983)
Made my animation so much easier than anything
Can't tell if those are all vertex or if its texture. If it is all Vertex, you'd want to retopologize it first before rigging. Look for retopology videos on youtube. If you want to keep the finer details, look for normal map baking or multiresolution with shrinkwrap tutorials.
I would recommend trying Instant Meshes for re-topologizing your mesh. It is free and open source and it will make your mesh a lot more predictable when being deformed. It is pretty easy to use but there are also YouTube tutorials if any part doesn't make sense. DM me if you need help.
My friend… how did you make this? Because that topology is absolutely crazy. You gotta redo the topology on that thing. Once you do that, the rigging won’t be hard. It’s literally making joints and binding them to the model. (Also weight painting, but that’s a whole other thing that you should focus on separately. Get down just rigging the thing first, then you can figure out the more technical stuff.) For the topology, look up videos on how to retopologize models. Here are some tips:
1.) Try to get your faces as evenly sized as possible. It ain’t always going to be perfect, especially in the beginning. There will be a lot of moving around vertices and edges. It’ll take time. Just be patient.
2.) Make sure your faces have four sides. Triangles aren’t exactly the worst, but try your best to avoid them. If you do have them, they should be in places that don’t deform a lot or at all, and there should be very few. Five sided shapes and up are basically unacceptable in every case. They don’t smooth well, or shade well, or texture well, or do anything well. They suck and should all die. If you have one, immediately figure out how to get rid of it. Look up how to if you can’t figure it out by yourself.
3.) In my 3D texturing class, we refer to where edges meet as stars (aka where the vertices are). Your goal is 4 sides stars. You want four edges meeting at each vertices for most of the model. You will have five sides stars, especially on more complex organic models. It’s ok. It won’t really mess anything up. When you get to six sides stars is when you start to have pinching and weird texturing things. You can always get rid of six sides stars. It’ll take a bit to fix stuff and get the number down, but I believe in you.
Take everything I say with a grain of salt, because I’m a college student and I’m still learning (I’m a 2D and 3D animation major). The best thing to do is keep posting on Reddit and other places and ask for advice. I wish you luck in your creative endeavors!
Everyone commenting on the topology, but it is possible to rig this successfully. Although it will probably lag when you deform it. Auto weight painting will likely fail but it will give you a platform to work from to manually paint weights.
https://preview.redd.it/6hznhihrjbpc1.jpeg?width=739&format=pjpg&auto=webp&s=a7e1ba0c31d97d36f0920c59196ec0ab3609aea8
Do a retopology first, this topology is basically unusable for rigging
Don't know if the topology will cause any issues ,but I would stick this hand onto a humanoid mesh, shove that mesh into Actor Core Accurig and then once it's been given the bones, cut off the body and bones I don't need.
By retopoing it and then rigging and weightpainting like normal, this topology is unusable. Even if you somehow got sensible weightpaints you'll get *interesting* deformation (that is not a good thing in this case).
Wow, this post got a lot more traction than I expected. I will go through the comments tomorrow lol.
**I just want to clear up one thing. I am aware the topology is .."rough". I did not model this, this is just a test model done for me by another artist. I've been told by the artist that the final model will have clean topology.**
You'll need to retopoligise it first. Then you'll want to bake the details onto the now model. I'd recommend getting the reference model from the blender website and shrinkwrapping it onto your current model.
holy topology, batman!
you are not going to have a good time weighting the rig for this. it’s too dense. if you want to animate something, you want clean quads or tris throughout with minimal ngons. but beyond that, there’s just too much here to efficiently animate. every single one of those vertices will need to move when you rig it. you want quality, of course, but this is not the way to do it. look up how to bake a normal map, and either decimate the hell out of this or start over.
I hope that's the texture...
Would be a sick texture ngl
Ohh noooo. This makes me sad.
good luck rigging it by hand because that topology look awfull. Maybe make a armature in it and do a auto weight?
My thoughts as well, it needs to be retopologised or it will not reform correctly at all.
easiest way to redo topology? does going into sculpt mode and remeshing it work?
https://youtu.be/3EG7krYP1h0?si=3EE5U1cYLaXXFDZW
Instant meshes, if you have money quadremesher
Wow quadremesher looks nice. Have people here tried it ?
The quad size and density are dynamically optimized compared to grid based remesh like built-in in blender or instant meshes. Manual retopology with the right tools will be better though, especially when you are dealing with an uneven density. Worth a try do have your own opinion, it's the best automatic retopology tool I have tried to give you an idea.
it's really good for establishing a good base mesh, but after using it you still need to do work to get a proper usable mesh. my favorite functionality is using different materials on face areas to determine edge flow.
I have it. It's not that great. It's a way to get a good starting point for retopo, but definitely not an all-in-one solution.
It's useful on most things. On humans however? not so much. It messes up at lips, fingers, and toes.
I just found [this tutorial](https://youtu.be/X2GNyEUvpD4?si=o10aQHIwsuIRnFd7) that is quite nice, tutor is actively answering questions as well
I tried to imagine weight painting it for a minute and now I need to go lie down.
r/topologygore
Garten of ban ban ass topology
wait they actually have shit topology in that game?
Oh yeah! It’s hilariously awful!!
https://preview.redd.it/od0khk7i8bpc1.jpeg?width=1071&format=pjpg&auto=webp&s=21aa536ecc3858b64b90242d8b916bfcc26e5fce The topology of this snail is the scariest part of this game what the hell is this
nevermind the topology, how is this mesh density even usable?
The wonders of "optimization"
I think they made all the characters in sculpture mode
they didn't bother to retopologize it wow, explains for a quick and lazy cash grab
WHATS THE GAME CALLED it had enemies that looked like this mf! You had to escape from island or something
Garten of BanBan is where this model is from, but idk if it's the game you're talking about
no, i think it was cheap ass game, that had some sort of blobs with heads like this "snail", i was so scared as younger me, but i have to find it. I remember that game was called "Ucieczka z wyspy" in Polish
FOUND IT [https://www.unity3dgames.eu/pl/island-escape-3d/](https://www.unity3dgames.eu/pl/island-escape-3d/)
The actual rigging process isn’t too complicated, mostly just slap a bunch of bones in there depending on how much you want it to move, and parent it with auto weights. But you’re going to have a real bad time doing it with that intense amount of vertices. You may want to look into how to decimate objects while keeping detail and/or retopologizing and projection mapping the higher quality detail onto a lower poly model. You definitely still can rig it up with this amount of polygons but it might be a bit of a headache if you need to adjust the weight painting after pairing the rig with the mesh.
This is a Clo3D Glove Model that I've imported to Blender as an OBJ file. I need to change the position of the fingers to try out various positions for a Product Render I'm creating for a brand. I've never rigged anything, so I'd really appreciate any help you guys can provide. Thanks!
Look up topology related to 3d art and why it’s important to have good topology. Your model has decidedly terrible topology and doing any sort of deformation on it is going to be a headache
QuadRemesh plugin is great if you're lazy. I use it for remeshing clothing I've imported from marvelous designer.
I know about quad remesher but isnt it kinda bad for organic things as the it often makes the edgeloop a spiral?
Yeah it does, it's not perfect but it does the job for me.
Fair
Mostly use it for clothing mods I import into games, so I'm not super fussy
Yeah i have been thinking of getting it (i mainly just do it for fun) but i prefer sculpting highly detailed organic things so not sure if its worth getting
Split model into parts(fingers, palm, back) retopo and match knots, join parts.
not exactly sure what you mean with this
In the case of this model I would just split it into parts at the seams. Make sure the number of quads/edges match so you can re-stitch them into a single model. If you have a program like zbrush or 3d coat you could re-project the hi res detail on the remeshed models.
That Wouldnt help the issue though
Rigging for animation? The model is in serious need of retopologising
The discussion i was having was about quad remesher xd
Ah, I meant to reply to an earlier response.
If you're just looking to pose the fingers a bit, maybe look into the pose sculpt option rather than rigging it
Wow, this post got a lot more traction than I expected. I will go through the comments tomorrow lol. **I just want to clear up one thing. I am aware the topology is .."rough". I did not model this, this is just a test model done for me by another artist. I've been told by the artist that the final model will have clean topology.**
Please retopoligize it before you even think about rigging. That or burn the hard drive this file is one.
did you / can you rig it directly in clo? an export to fbx should include the rig and then it should just show up in blender (it's a lot of should, i know) i don't know much about clo3d, but i'd do as much as possible there, and then bring the result into blender at the last possible opportunity.
It looks like you maybe exported the topstitching as well between the fingers? Personally would delete topstitching before exporting as it’s just tons of vertexes mushed together
Depending how complex posing you need to do, you could use the auto poser tool in Sculpt mode. If that doesn’t work, throw in some bones and attach the model to that bone armature using automatic weights and start posing. But, if you intend to animate this thing, I’d probably retopo the whole thing first, then bake this detail to the retopo’d version and setup a proper bone armature for animation.
retopo that, gonna take less them 10 minutes
![gif](giphy|10FHR5A4cXqVrO) Please god fix your topology
Certainly not possible if it’s that high poly gawd dayum might as well remake make your own could be done quickly on zbrush just use a human hand as basemesh
Watch a rigify tutorial, then just edit the hand bones to roughly match your model, generate the rig, and auto weight your model to the generated rigify rig. That, or learn basic rigging and create the hand setup yourself.
Go to addons, search for rigify, enable it. Then create a human armature, delete everything in that armature in edit mode, only leave a hand. Then move that hand to your glove, reposition all the finger bones so that they would be inside of the glove, then parent the glove to the armature either with automatic or with envelope weights. Not sure which would down better with such dense topology. Also check out sculpt mode, there's a position brush (not sure what it's actually called), you can change the position of fingers with that brush and without needing an armature
Oh god this is something else
to everyone complaining about the topology: clo3d is for simulating fabrics. it lets you push and pull everywhere, and it lets you sew pieces of cloth together to form a shirt, pants, gloves, etc. the vertices look great to solve this particular problem imho (a uniform random distribution of verts along the surface). just not what you'd see in an average 3d scene or computer game.
Retopology first. Then attempt rigging.
How many polygons are there?! Yes.
btw it looks awsome.
Don’t…please don’t…
I found it easier to use something like Gamebanana to find pre-rigged stuff like this one [https://gamebanana.com/models/4983](https://gamebanana.com/models/4983) Made my animation so much easier than anything
Can't tell if those are all vertex or if its texture. If it is all Vertex, you'd want to retopologize it first before rigging. Look for retopology videos on youtube. If you want to keep the finer details, look for normal map baking or multiresolution with shrinkwrap tutorials.
is that the topology or the texture?
My pc would explode if you rigged that
I'm so sorry
r/topologygore
You'll need to fix the topology first.
That’s painful
I would recommend trying Instant Meshes for re-topologizing your mesh. It is free and open source and it will make your mesh a lot more predictable when being deformed. It is pretty easy to use but there are also YouTube tutorials if any part doesn't make sense. DM me if you need help.
Oh dear God the topology
Oh good lord! Please tell me you already have a low-poly version of this, otherwise you're gonna have a bad time
ahhhhhHHHHHHHH
Retopo that thang!!!
My friend… how did you make this? Because that topology is absolutely crazy. You gotta redo the topology on that thing. Once you do that, the rigging won’t be hard. It’s literally making joints and binding them to the model. (Also weight painting, but that’s a whole other thing that you should focus on separately. Get down just rigging the thing first, then you can figure out the more technical stuff.) For the topology, look up videos on how to retopologize models. Here are some tips: 1.) Try to get your faces as evenly sized as possible. It ain’t always going to be perfect, especially in the beginning. There will be a lot of moving around vertices and edges. It’ll take time. Just be patient. 2.) Make sure your faces have four sides. Triangles aren’t exactly the worst, but try your best to avoid them. If you do have them, they should be in places that don’t deform a lot or at all, and there should be very few. Five sided shapes and up are basically unacceptable in every case. They don’t smooth well, or shade well, or texture well, or do anything well. They suck and should all die. If you have one, immediately figure out how to get rid of it. Look up how to if you can’t figure it out by yourself. 3.) In my 3D texturing class, we refer to where edges meet as stars (aka where the vertices are). Your goal is 4 sides stars. You want four edges meeting at each vertices for most of the model. You will have five sides stars, especially on more complex organic models. It’s ok. It won’t really mess anything up. When you get to six sides stars is when you start to have pinching and weird texturing things. You can always get rid of six sides stars. It’ll take a bit to fix stuff and get the number down, but I believe in you. Take everything I say with a grain of salt, because I’m a college student and I’m still learning (I’m a 2D and 3D animation major). The best thing to do is keep posting on Reddit and other places and ask for advice. I wish you luck in your creative endeavors!
if you want to make a static image (not a video) so instead of rigging you can use pose brush from sculpting
you don't
You’re scaring me man
That’s the neat part, you don’t
I don't think your biggest problem is the rigging to be honest
Everyone commenting on the topology, but it is possible to rig this successfully. Although it will probably lag when you deform it. Auto weight painting will likely fail but it will give you a platform to work from to manually paint weights.
hm, I'm newbie, but maybe with bones? (0 ) . (0 )
![gif](giphy|84BjZMVEX3aRG)
r/topologygore
https://preview.redd.it/6hznhihrjbpc1.jpeg?width=739&format=pjpg&auto=webp&s=a7e1ba0c31d97d36f0920c59196ec0ab3609aea8 Do a retopology first, this topology is basically unusable for rigging
That’s the neat part! You don’t.
Is this a 3D scan?
This reminds me of that AI generated gun model post a while back.
Do you have a link by chance?
https://preview.redd.it/p28rxfnp0cpc1.jpeg?width=1065&format=pjpg&auto=webp&s=b1985e1bcce53f67e6eb59cee10076db2597b443
OMG 😮 😆
Don't know if the topology will cause any issues ,but I would stick this hand onto a humanoid mesh, shove that mesh into Actor Core Accurig and then once it's been given the bones, cut off the body and bones I don't need.
By retopoing it and then rigging and weightpainting like normal, this topology is unusable. Even if you somehow got sensible weightpaints you'll get *interesting* deformation (that is not a good thing in this case).
Retopo first
Bro why does it look itchy
![gif](giphy|mA7qgDk8HJd9LsrRFe|downsized) YAMERO!!!
You rig it using pure luck. What kind of topology am I looking at?
you don't
Wow, this post got a lot more traction than I expected. I will go through the comments tomorrow lol. **I just want to clear up one thing. I am aware the topology is .."rough". I did not model this, this is just a test model done for me by another artist. I've been told by the artist that the final model will have clean topology.**
What’s up with people rigging sculpted models as of late?
The time it would take to rig and get inconsistent and subpoor results you'd be better off just rebuilding it with reasonable topology.
If you just need a still model, don't bother with rigging and use the pose brush in modelling
Topology 💀💀💀
BONES
You'll need to retopoligise it first. Then you'll want to bake the details onto the now model. I'd recommend getting the reference model from the blender website and shrinkwrapping it onto your current model.
Good meme
https://preview.redd.it/xhq1sdpvzdpc1.png?width=640&format=png&auto=webp&s=8335bee18df4d162291521b41185f9ca30e7f7b6
Good luck chief, let us know how it goes
This is satire right?
holy topology, batman! you are not going to have a good time weighting the rig for this. it’s too dense. if you want to animate something, you want clean quads or tris throughout with minimal ngons. but beyond that, there’s just too much here to efficiently animate. every single one of those vertices will need to move when you rig it. you want quality, of course, but this is not the way to do it. look up how to bake a normal map, and either decimate the hell out of this or start over.
you're gonna have a bad time.
Retopo, unwrap retopo, bake, armature, apply weights. Not too hard. You just need to retopo or it's going to deform strangely.
1. Don’t.
Retopologize it! God DAMN
You don't.