Are there any tools, 3rd party apps, scripts or tricks that can optimize meshes not on triangles but on quads?
The ProOptimize modifier in max (formerly
PolyCruncher from MooTools) is amazingly helpful and I would really like for it to respect quads but it doesn't. Does anyone know if there is anything out there that optimized like it does but operates on quads. I don't mind paying for it, if its reasonable.
Replies
Also I have heard Meshlab might be capable of quad based optimization as well.
here is: http://www.mariussilaghi.com/products/subdivision-reversion
Almost all the ones I tried either triangulate it right off the bat, or reverse the division levels, but in all cases, they will only work properly on very picky meshes, not making them ideal.
XSI and Maya do offer a solution, but I'm not sure how much of an option they are to you.
there are actually quite a few quad mesh simplification techniques. can you be a little more specific what your looking for. is it just simplification in general?
also there is a fairly simple option, blender :poly127:...
in 2.62 they introduced a remesh modifier based on dual contouring remeshing. it does 100% quad remeshing with sharpness preservation.
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Remesh_Modifier
there are many uses for a uniform quad reduction. for starters such a mesh will subdivide cleanly with a subdivision scheme like Catmull-Clark etc. also variations of this type of subdivision are used for things like dynamesh. there are many other uses.
triangle and quad reduction/resurfacing algorithms in general do just that. they don't give you a nice animation cage from a bunch of polygons. they are not intended for that.
Also, as mentioned above, I heard a lot of good things about the quad reduce from maya.
it looks pretty much exactly like remesh or dynamesh in zbrush and it really is usefull, i rarely build any basemeshes these days, this speeds up the form creation process sooooo much
So no, it's not useless, it's how they currently left it out that makes it useless.
Slow down buddy! We still haven't solved the issue of good looking normal maps on animated models ;P
I found QRemesher the be best for creating an equal size quad surface, which is best for sculpting in Mudbox. I retopoed a lowpoly tank-top over my female model, but realized it did not have the perfect Equally Sized Equally Distributed - ESED - quad structure everywhere on the model. ESED structure can be created in Zbrush from initialized primitives - by using Unified Skin - to get a perfectly tiled tesselated slab for example. But on organic models - having curved contours - both Unified Skin and Dynamesh produces weird edge-loops, triangles & irregular stuff.
QRemesher however (on a custom edge-looped lowpoly model created by retopo) creates a perfect ESED quad mesh by clicking the DOUBLE button in the tool. Made the perfect low-poly surface, exactly what i wanted. Mudbox is very happy with it.
Also, personally I've never been able to get good results from MeshLab. At first the program seemed amazing until I realized it absolutely ruins the mesh topology and smoothing and creates some absolutely horrid geometry. I strongly DO NOT recommend that program.
lol shut the fuck up noob!
haha that quote from me, today i do almost anything with quick basemeshes in production as they are so much more flexible to clients wishes in many cases.
@TorQue: i just recently tried to use it and the meshes are pretty much as useless as zremesher meshes, even with guides they only follow the shapes on pretty simple meshes. i dunno, when it comes to animatable meshes nothing beats hand retopo or modelling right now. Sadly i would love to get rid of this.
Maybe i'm able to show some examples from one of our productions at one point but after testing automatic solutions from zbrush and 3dcoat on some meshes i just did the retopo from scratch in less time.
Still its tedious work, i would love to replace with a automatic solution.
Bam!
(NIzza taught me taht sweet ass shizzle)