Hi,
I'm currently
making an auto-retopo plugin for Maya and 3DSMax.
I'm looking for few beta-testers. Let me know if you are interested !
I will need your email to create a license key for the test - so just send me a private message with your email.
And let me know if you want to test for 3DSMax or Maya.
Many thanks to all guys who helped me!
Beta testing is still open for plugins for Blender, Houdini and C4D....
Replies
This tool shows great promise for all walks of hard surface life and I'd be more than happy to pay for it.
However I really hope the issue with retaining curvature is fixed and that if possible a feature, to give the user an option to retain or imply specific importance to smaller, tighter areas of a given model so the script does not muddy or flat our crush said spaces altogether, is incorporated at some point.
Something along the lines of additionally being able to select a group of polies, edges/verts and then using a slider to evaluate specifically how the tool remeshes a selection or multiple condensed/ isolated selections based on a subset of options would be a great feature addition too.
And again the ability to retain edge flow/uniformly spaced polygons or flexibly adjust this with a value slider wouldn't go amiss.
Thank you for your hard efforts!
Thought I should also throw in the fact that I used the z_cleanbool script to clean up unwanted additional vertices after each bool operation followed by a global weld of all vertexes. Aside from that no other jiggery pockery, just standard stuff really.
Any news or more pics of remeshed things to look at?
I am reluctant to put anymore work into remeshing using the 1.0 Beta 8 version since I am getting consistent faceting and other odd artifacting after retopologizing. Like everyone else I'm very keen to see what the fixes maybe in the latest version of the plugin.
I also read that @Maxime33 didn't only develop ZRemesher, but also Decimation Master and UV Master. Those are three of the most brilliant ZBrush features. I'm in awe! 👏👌
I've started a thread about QuadRemesher at the Blender Artists forum. The first responses are — unsurprisingly — positive. 🙂
So here's crossing fingers (been sitting on the fence for a while as well)!
People who are not familiar with ZBrush ZRemesher usually increase the polygon count a lot, thinking there should be enough polygons to capture all the details in one go, but the best workflow is the above-mentioned workflow, where QuadRemesher can capture the global mesh flow / curvature, and details can be added by Shrinkwrapping (similar to Project All in ZBrush) and Subdividing. This approach keeps the base QuadRemeshed mesh editable, UV mappable, riggable, etcetera.
Enjoy!
Absolutely. To my experience QuadRemesher works great on both organic and hard-surface (mech, robot, etc.) characters.
See my post above for a workflow suggestion.
Was very impressed with the results.
I found out that with smaller dense details it required a lot more geo to cover everything.
Would have to play around with vertex paint and see how that works.
If your polycount in general is low, you will have some minor cleaning to do but its nothing compared to cleaning up assets from scratch - but you do have the alternative of going a bit higher with polygon density.
I'll be working on some workflow guides for work but overall I am impressed.
Almost all meshes have been booleaned together - results were super fast for the not so dense meshes. The longest I had to wait was 4 mins for a 5 mil poly asset.
My scenes get too complex too fast.
A work around I use is to export to Zbrush decimate and bring back into maya.
What i mean is having it integrated as a node into maya, it will allow to have a procedural approach and combine it with other nodes
thanks
Features-wise it would be really good to have the option to *not* hide the original mesh after the quadremesh operation, as the current behavior of hiding the original can get extremely frustrating, especially when it ends up in an unwanted collection. Personally I'd much prefer having the original always stay there, maybe with the option to automatically switch it into wireframe, or bounding box, or shaded+wireframe display mode similarly to the way booleans act. Or, having the option to nudge the original up by a set distance on the Z axis so that one can immediately compare the two.