i use both initially, decimate to a target count, optimize 90%, weld at a micro threshold to remove small things, give it a look over (delete incidental dynamesh pockets), then clean up as necessary while unwrapping; embracing that inner slug.
@killnpc icant find optimize in zbrush? only thing about welt at micro threshold i found is this: https://www.youtube.com/watch?v=VeerAYPZSV0 but this is for clothing and physics? also dont know what incidental dynamesh pockets are and where i delete them?
most naive decimation algorithms like these work on the assumption that areas of high curvature (or user mark up) are important and try to maintain their shape.. so... in some sense you could say they're the same.
in practice they aren't cos they're dealing with different data structures, different information about the object and a different person wrote it
i manually hid a selection of faces, there is no "hidden geometry button", per se, i manually hid a selection of faces for illustrative purposes.
"pocket" is my own term i'm using to describe the artifact, a mistake, unwanted cavities, or internal floating geometry like this can happen sometimes when dynameshing.
slug is just a favorite word, i've been using it a lot the last week. "unwrap like a slug" i just made up, it's meant to get sloppy in a good way, like the unwrap doesn't need to be precise, is what i'm saying. sluggy is like eating queso out ya bellybutton. you didn't put it in there! it just dripped off your chip and we're not 'bout to waste it.
Replies
"I've heard they have same algorithm ..."
Says who ?
i use both initially, decimate to a target count, optimize 90%, weld at a micro threshold to remove small things, give it a look over (delete incidental dynamesh pockets), then clean up as necessary while unwrapping; embracing that inner slug.
this guy on discord: 𝕳𝖊𝖎𝖘𝖊𝖓𝖇𝖊𝖗𝖌#0023
@killnpc icant find optimize in zbrush? only thing about welt at micro threshold i found is this: https://www.youtube.com/watch?v=VeerAYPZSV0 but this is for clothing and physics? also dont know what incidental dynamesh pockets are and where i delete them?
i am not a professional.
Vert Weld can be found within 3dsMax's Editable Poly vert mode options.
well if heisenberg#0023 says so
most naive decimation algorithms like these work on the assumption that areas of high curvature (or user mark up) are important and try to maintain their shape.. so... in some sense you could say they're the same.
in practice they aren't cos they're dealing with different data structures, different information about the object and a different person wrote it
thank you. where do i find the "hidden geometry" button? what does pocket mean? and what is "unwrap like a slug"?
why not just decimating in zb, then smooth modifier in max and done? does your method give better normals, and less faces?
i manually hid a selection of faces, there is no "hidden geometry button", per se, i manually hid a selection of faces for illustrative purposes.
"pocket" is my own term i'm using to describe the artifact, a mistake, unwanted cavities, or internal floating geometry like this can happen sometimes when dynameshing.
slug is just a favorite word, i've been using it a lot the last week. "unwrap like a slug" i just made up, it's meant to get sloppy in a good way, like the unwrap doesn't need to be precise, is what i'm saying. sluggy is like eating queso out ya bellybutton. you didn't put it in there! it just dripped off your chip and we're not 'bout to waste it.