TurboReverse is a 3ds Max modifier that has the opposite effect of TurboSmooth. It will recreate the subdivision levels of an already subdivided mesh with 100% precision maintaining the existing UVs.
It is the successor of Subdivision Reversion.
• It is now 100 times faster, being a native 3ds Max plugin, not a maxscript anymore.
• It has the ability to reverse just parts of your models based on your selection.
• It can reverse multiple iterations at a time.
Hum, appart the fact that it's a modifier, what is the big advantage (meaning why would I pay for it?) next to reconstructing the mesh in Zbrush ?
Not trying to be annoying here, just giving you an opportunity to sell it
Hum, appart the fact that it's a modifier, what is the big advantage (meaning why would I pay for it?) next to reconstructing the mesh in Zbrush ?
Not trying to be annoying here, just giving you an opportunity to sell it
Not everybody has zbrush.
They both can do the same thing. But with my plugin you will have the advantage of reversing only parts of your model. That is useful if you try to simplify a model to reduce polycount.
I will try to add an option of reversing a mesh by surface angle. So it will only reverse flat surfaces. This will be useful for hard surface models.
Every time I see one of your plugins I think "Why hasn't Autodesk offered this guy a job yet?", your work has actually been mentioned a few times in the 3DSMax uservoice
@obliviboy Sorry to dig up an old thread, but I just purchased this modifier and the first model I tested it on, it failed to recover a usable basemesh. Attached is the Max 2016 file.
Looks like it was being distracted by the 1-sided planes inside the frame. When I deleted those however, it still is not recovering gracefully. Here's with Restore Vertices turned on vs. turned off, and iterations set to 1,2,3,4...
Eric it looks like the vertices were moved after the mesh has been subdivided. See the attached picture. I don't think you can get a crease like that in a subdivided mesh. If you move vertices manually the plugin cannot figure out how to undo your manual changes and will fail to recover the original positions.
Aha. Yeah, I have lots of meshes from various outsourcers, many either collapsed or else with Edit Poly on top of complex stacks including TurboSmooth.
I can see how that would make it tougher to reverse-engineer a proper basemesh. Dang.
I'll keep testing and share what I learn. This could be a big win for my team, which would then be me recommending a 40+ seat purchase.
Thanks Pior! I'll grab this when I get to work in a couple hours, and let you know.
We could get 1 Zbrush license and put it on a shared machine to remote into. But getting 40+ seats of Zbrush is kind of cost prohibitive. We don't do any sculpting here (not in game dev).
Replies
Not trying to be annoying here, just giving you an opportunity to sell it
Not everybody has zbrush.
They both can do the same thing. But with my plugin you will have the advantage of reversing only parts of your model. That is useful if you try to simplify a model to reduce polycount.
I will try to add an option of reversing a mesh by surface angle. So it will only reverse flat surfaces. This will be useful for hard surface models.
I can see how that would make it tougher to reverse-engineer a proper basemesh. Dang.
I'll keep testing and share what I learn. This could be a big win for my team, which would then be me recommending a 40+ seat purchase.
The OP also has a standalone app.
It looks sooo promising! I hope we can get this to work.
It's probably best to get the whole suite of tools in case there is any interdependency between scripts, but just in case : https://drive.google.com/file/d/0B3tXoYtBEtrTOEZGUHUtVlZhRGc/view?usp=sharing
(will take down the link as soon as you get the file)
But at the end of the day the best option would probably be to just send the mesh over to Zbrush using GoZ and run "Reconstruct Subd" there.
We could get 1 Zbrush license and put it on a shared machine to remote into. But getting 40+ seats of Zbrush is kind of cost prohibitive. We don't do any sculpting here (not in game dev).