http://www.russian3dscanner.com/ This tool pretty much enables you to wrap a good topology mesh onto a sculpt with some very impressive results you can input reference points and the tools will solve one mesh to the other Give it a look and a try, theres a demo So are any of you using this already? [vv]101497043[/vv]
:thumbup: Cheers, chr modeling really isn't my thing more something im forced more lately to dip my toes into, but that video really enlightened me more to its uses, totally different workflow but for sure seems efficient for chr heads at the very least. So a workflow could be as simple as lowpoly, Highpoly, Wrap the…
No, the tools are unfortunately not publicly available, the research however is: http://people.csail.mit.edu/sumner/research/deftransfer/Sumner2004DTF.pdf Technology that's 10 years old(the previous work that deformation transfer is based on goes back 13 years!) works extremely well, saves mountains of time, and there is…
I've used much more developed tools along this same line of thought. It actually works really well with high polycounts, and was much faster. 6+ minutes for a solve is absurd. This wrap topology tools is really just the first piece of a much more robust tool chain. It is essentially a mapping that allows for deformations…
wow at this level of detail... just use your lowpoly as your basemesh, this snapping to surface is a insane waste of time. Another option would be using skinwrap - have a generic base, slightly opened mouth, sightly closed eyes, and the according lowpoly. skinwrap the lowpoly onto the highpoly and morph the highpoly to the…
Yeah - and also, sculpting directly from a base mesh, even a good one, is not always preferable because of the annoyance that "proper" eye sockets and mouth cavity can cause during sculpting. I personally find it much easier to close the mouth and the eyelids, sculpt freely, and then readjust the technically sound basemesh…
In defense of the extend tool: It projects from your camera onto the surface whereas the other conform brushes project based off the normal of the LP model, I've found in many situations its more precise to use extend to just put the vert where you want it with one click, rather than with a larger brush, that could cause…
Watch out with adding too many points , i think you`ll only confuse the algorithm where it would do a proper job by itself. I`m testing this atm with some stylized faces where the topology of the basemesh differs a lot from the sculpt, mostly finding problems at areas where my lowpoly mesh is pinched and the sculpt is…
What level of detail are we talking about here? Cinematic models? I feel like this sort of thing could be useful in a lot of situations but I'm curious to see at what point it would break down.