These are both really cool, definitely "neat," they're just so messy... I can see it being useful for generating reference for proportion and such, but not actual content generation at the moment... really neat, though. I wonder if meshmixer results are sculptable at all? could be cool to have a Spore-like array of parts, but basemeshes, and just piece together your character/creature before mudbox or something.
Vrav : retopo man, retopo. Surface triangulation dosent matter much nowadays, since it takes about a few minutes to retopo a mesh for decent sulcpting ...
Anyone managed to use it so far? It shows my .OBJ in the mesh library on the left just fine ... but instant crash on drag and drop.
I would love to think about where could I use that type of stuff in my daily production... just couldn't still, but I'm sure there is a way! Thanks for sharing.
I got it to work fine, kind of makes a mess with the triangulated models though. I don't know how useful it would actually be. I like being able to drag and drop models on there though, might good for placing small details.
I guess I'll try it somehow, I'm really curious about the behavior of the uv coordinate.
I don't think uv coordinates will be clean after that. I assume you have to play with it before doing any UVS. Maybe something like Hi/Retopo/Meshmixer (if needed, maybe your character (npc) will use 6 different heads, or different hands etc. Like that, you just have to "plug" these on your standard character) / UVs (if te topology of each heads are the same you can easily copy/paste the UVs too I think).
I really need to give it a try btw.
Replies
Looks like it only works on fully triangulated meshes? Or does it work on quad stuff?
Now if only it would come with a 3D Version of the *greatest Avatar ever* :poly108:
Fail!
ProFORMA: Probabilistic Feature-based On-line Rapid Model Acquisition
[ame]
http://mi.eng.cam.ac.uk/~qp202/
Anyone managed to use it so far? It shows my .OBJ in the mesh library on the left just fine ... but instant crash on drag and drop.
I don't think uv coordinates will be clean after that. I assume you have to play with it before doing any UVS. Maybe something like Hi/Retopo/Meshmixer (if needed, maybe your character (npc) will use 6 different heads, or different hands etc. Like that, you just have to "plug" these on your standard character) / UVs (if te topology of each heads are the same you can easily copy/paste the UVs too I think).
I really need to give it a try btw.
That's too bad. Oh well...tagged for future bug fixed versions.
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