I am going through some of the Eat3d Tutorials. I noticed in the one on Low Res Character Modeling he used ZBrush decimator on his hi-poly models. It seemed to have some cool features.
Is it worth picking up Zbrush for these or is the Optimizer in 3ds good enough?
Replies
Decimation Master kind of does this, but it's not as quick at showing the results. However it does try to keep symmetry which is nice, and you can use a Mask to control the density in areas.
QRemesher is also a cool thing to check out. Nice to be able to lay down spline guides, which it tries to match with the new topo. Very cool.
Isn't there a stand alone decimation app? I think it's free. I can't for the life of me remember the name of it. Used alot in the toy/3d printing biz I think.
Edit:
I think everyone else can use it to, it´s a standalone as far as i remember
ProOptimizer in Max was called polycruncher prior to being incorporated in max2011. This is great for the reasons that Eric outlines plus it can preserve UV's and materials and protect boarders which is really if you're working to crunch open geometry. The only thing I wish it would do was give preference to detail and allow masking. Although you can split the mesh into separate meshes, check on preserve boarders, crunch and then weld it back together with a really low threshold assuring that only those verts that share the same space are welded.
Meshlabs is great, but it's another program and I get roughly the same things from the in app tools in zBrush and Max so I hardly crack it open, still for maya users or mudbox guys its probably a good option.
Max also has Wrapit which has some great remeshing features, I prefer them to zbrush when I'm making the final low poly.
3DCoat has some good retopo tools but zBrush has good competing options also.
Agreed (though I stick with decimation master if I'm crunching a mesh in the millions)
Just in case someone else comes across this...
Zbrush is one of the most amazing apps out there though so its always worth using, but probably not just for decimating.
Going back the Blender modifiers: Remesh has 3 settings, sharp (crazy results), smooth (even topology, best option) and block (makes it look like a minecraft landscape). Remeshing is a lot like Zbrush's dynamesh.
See: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.62/Remesh_Modifier
The decimate modifier does just that. It gives you the option to collapse and or triangulate, to unsubdivide, and some planar decimation (based on angle). Pretty good stuff.
See: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Modifiers