Is there a way, I've seen this visual style in many games, especially mobile indie games... is there a way to re-topologize a model into completely identically sized equilateral tris? Obviously yes there will be changes in the final silhouette of the source model but that is fine.
Is there a custom plugin for maya or maybe some tutorial for Meshlab or 3DCoat or anyone know how to get this done? I have around $200 to spare if someone can write me a custom script in Maya to achieve this.
Meshlab looks like it has some way to retopologize into all-tris, but some tris are bigger and other smaller tris, they are not all-equilateral-identically-sized-tris...http://4.bp.blogspot.com/_HhP1_0uO1dY/TEYe0AwLJ9I/AAAAAAAAAgY/zaff6zrFb6I/s1600/snap_4_skull_10k.png
Mobile indie games don't often have a style with 100% perfect equilateral triangles. If you mean the lowpoly faceted look then that's just edgy triangles. Throw it into Max and use a multires modifier with a low polycount.
If you need it to be 100% perfect then write a script to do it. Getting a 3D model with only perfect equilaterals should be brute-force-able as an iterative process with lots of cycles of making all tris closer to perfect over and over until you've satisfied some threshold for "perfection".
you can try with Blender, not super advanced options but the effect is pretty close to what you want, the only parameter you can choose is the density.
MeshLab is a (free)tool I used to decimate/simplify meshes a lot. It has a versatile versatile toolset for decimation/simplification of meshes that I used to use after sculpting organic shapes
Hey, thanks everyone for helping with suggestions, you guys rock.
I looked at Blender prior to making this post, it's a nice tool, but immediately you can already see the tris are isosceles and varying sizes.
Meshlab is the same too I think.. I'm gonna give Meshlab another poke.
Tried Houdini's remesh node too now, it's the same as Blender, the tris end up isosceles or varied sizes.. close, but no cigar.
This is for 3D Printing, for physical structure installation yes.
I found Rhinoceros+Grasshopper to be my next closest thing if Meshlab doesn't work out.
But Rhino is well... a fking beast for me to learn coming from a maya background and I don't program or script at all.
If it really comes to it... then... by the gods help me I'll sit and figure out Rhino.
Replies
Yeah but it makes different sized tris. Not what I want. The tris it makes are also not perfect equilateral.
I need like this - https://spacesymmetrystructure.wordpress.com/2012/10/15/variation-from-uniformity/
http://eyecontactsite.com/2010/07/kregars-geometrical-sculpture
If you need it to be 100% perfect then write a script to do it. Getting a 3D model with only perfect equilaterals should be brute-force-able as an iterative process with lots of cycles of making all tris closer to perfect over and over until you've satisfied some threshold for "perfection".
That actually does look promising, thanks, I'll check it out and see!
Let me know if you need help!
If you need something done, you get it DONE. $200 is not outrageous.
I believe it's a homework assignment for architecture students.
http://sourceforge.net/projects/meshlab/
[ame]https://www.youtube.com/watch?v=w_r-cT2jngk[/ame]
I looked at Blender prior to making this post, it's a nice tool, but immediately you can already see the tris are isosceles and varying sizes.
Meshlab is the same too I think.. I'm gonna give Meshlab another poke.
Tried Houdini's remesh node too now, it's the same as Blender, the tris end up isosceles or varied sizes.. close, but no cigar.
This is for 3D Printing, for physical structure installation yes.
I found Rhinoceros+Grasshopper to be my next closest thing if Meshlab doesn't work out.
But Rhino is well... a fking beast for me to learn coming from a maya background and I don't program or script at all.
If it really comes to it... then... by the gods help me I'll sit and figure out Rhino.