You need to learn the basics of Blender polygonal editing/modeling, then move on to learning its sculpting and remeshing tools, which are what you need for the fixes you mention. Of course there are other software allowing you to process scan data, but since you specifically mention editing details then you indeed need a…
i haven't read everything but... -I'm not sure what you mean with 'true SubD' ? is there a fake SubD ?. Think i have been missing something. SubD lets you start with whatever you want (a box, a spline, an existing lowpoly model), it's just a toggle that goes from polygons to SubD and back anytime. You can usually do the…
Select the model, display>polgons>face normals, if the lines are too long display>polygons>normals size. This will show which direction the normal of the face is pointing, sometimes conform doesn't work properly. You can also turn off two-sided lighting in shaded view for all faces to go black if their normal is facing the…
This renderer is very strange :/ i wont use it anymore. In smooth preview it shows the poligons nice but when i change to normal mode it turns the mesh green like it has a million poligons i dont know but it seems that it wasn't a problem with the mesh or shaders. Anyways like you said i can use a blinn with a darker…
[ QUOTE ] unless things have changed. Pictures of stuff.... [/ QUOTE ] I know this isn't a place for a geometry geek off, but this seems to be a common misnomer. Here's the real deal. Polyhedra are often named according to the number of faces. The naming system is again based on Classical Greek, for example tetrahedron…
Neox nailed it; you simply don't have the same amount of geometry that the video does (43k verts on your head vs 285k verts in the video). Zbrush doesn't do any smoothing between its vertex normals. Other 3d programs tend to average these out based on a tolerance angle or manually defined user normals (hard edges,…
I think you have what is known as non-manifold geometry. It's a fancy term for "impossible" geometry. Edges should never be connected to more than 2 adjacent polygons. It's physically impossible if you think of how that shape would exist as one piece in the real world. Above image: Left mesh has non-manifold geo. You can…
Thanks for the reply. I'm assuming you're referring to traditional polygon modeling (Blender, etc...)? No other reason than I'm trying to learn some ZBrush hard surface techniques.
Hi, I got the code but, that -sm 12 commands will only work with polygon objects. So, It's not going to work with NURBS curve and surfaces. To avoid that I added this kind of method or string. Do you think this is fine? GrpH(); string $selection[] = `ls -sl`; string $polyGons[] = `filterExpand -sm 12 $selection`; string…