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File: 001.jpg (140 KB, 1280x720)
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This thing looks actually insane.
Has someone tried this on already unwrapped meshes?
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>>710813
wanted to use it for my game assets modeling, to help with retopo
so far the results were so so and i evended up redoing everything by hand anyway
wanna test it this week for boolean cleanup instead, think it will work great for that
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>>710813

So it destroyed all the distinguishing features of that cat all for muh quads. Good I guess.
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>>710813
Doesn't seem any better than Zremesher for organics. Looks great for hard surface though.
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Tried it today at work. It does the same as other quad remeshers but slightly better. Probably wont use it except in situations where i would use zremesher outside of zbrush, which is rarely. It doesnt fit into my hardsurface workflow because you end up having to do a bunch of cleaning of the mesh anyway if you make game assets. Good planning for topology is better than remeshing the entire thing you are working on.
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>>710817
>destroyed all the distinguishing features
It's contour and deformation that matters for the mesh, everything else gets baked into textures
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>>710813
https://www.youtube.com/watch?v=lcM7wBlvA4c
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>>710813
>Zremesher from zbrush
>GOZ export
>edit mesh/select all edges/lines/whatever
>turn all visible
Same thing.
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>>710819
It's still got the same issue in producing weird edgeloops sometimes
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>>710848
It's still much better than retopoing by hand.
I wish there was a cracked version.
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>>710899
For hard surface. Not for animation topology.
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>>710813
i've tried it, it's a beast.
very little errors with the meshes tried it on scanned rocks
would be awesome with a cad based modelling pipeline.
I can do in cad what modelling fags can do in 3dsmax in 1/100 of their time and then remesh to almost perfect topology, you can select the density as well
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>>710813
Yup I was satisfied with the trial so we bought it and iv been using it. I'm in archvis and its been very handy in speeding up workflow when I get given shitty models, really amazing.
I used to just retopo or secretly send to pirated zbrush to zremesh so it's great to have that in blender now.
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>>710819
It is exactly the same as zremesher, it's the same dev, that's the whole thing about it. But they have made plugins for it for all the softwares, 3ds, Maya, blender etc
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>>710817
How deep does mental retardation runs in your family tree?
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>>710813
that remesh is still wrong for organic models
where are the divisions for joints, areas around eyes, mouth, tail bends, etc?

that thing will animate like fucking garbage
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>>710921

Dunno what your pipeline is but in mine things have to actually look like what they you know look like.
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>>710989
i mean it's set to 2000 polys, you could just increase the amount of polygons to get more detail or just bake everything into maps
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>>711068
Setting the resolution higher doesn't solve the problem. This kind of thing could be a good starting point but you'd have to remodel/edit basically every seriously deforming area (joints, limb unions, facial stuff) manually or you're going to have a bad time once it starts moving.

For static shit sure why not.
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>>711108
>For static shit sure why not.
How exactly does static benefit from quads?

>>710813
Right cat looks nice.
Left cat looks bad, seems to have more polygons for less details. So the app is basically a shityfier with several options on how to fuck things up... k.
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>>710899
you can create a temp mail on a diffrent pc and activate the trial on it, then switch to your main pc and use that email.
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>>711137
Hey look everyone, an idiot that wants to appear smart! Say hello to him everybody!
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>>710899
>I wish there was a cracked version.
There is one now.
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>>710899
>It's still much better than retopoing by hand.
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>>710817

Quads (triangulated or not) are essential on organic models, especially if they're going to be animated. Retard.
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>>712469
Newbie here, what does triangulation do over Quads?
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>>712501
quad is a two triangles anyway so it's cleaner



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