Yeah it can take some tangling with to get things going, your way. It works alot better for organic meshes but a little bit of tinkering it can deal quite well with hart surface objects as well, so though I notice it has trouble with 45° gradients that have boolean holes for some reason.
Just use MOI to transform Nurbs based model to NGON OBJ, then re import back to blender then you good to go. MOI has way better quad or Ngon export algorithm, I normal just use Ngon. The exported model can do deformer like twist shown in the video easily without clear artifacting
It is not correct that MOI has better export, there is a big difference between Quad-CAD surfaces that does not connect in edges and Quad-remeshed surfaces where the loops follow the form. Try putting a Subdivision Surface modifier on the Quad exported mesh from MOI and se how bad it works.
What aspects are you struggling with, the workflow or more 3d modeling in general? Keep at it, knowledge comes with time, start with simple projects, modeling smaller items etc and work your way to more complex objects
You can refine it further, the purpose was to get a cad mesh to be all quads. Without losing form,, depending on use case. This was an example. Hand retopology is going to be the better option in alot of cases. Quad remesher and ngone pro both have operators for controlling density in different parts of your mesh
thanks
My pleasure!
Great help, thanks!
This is a goldmine of information right there !
Thank You!
Nice work. Awesome tool.
Thank you!
Great info, thank you!!!
My pleasure!
Interesting, thanks for this experiment.
And thank you for your service!
I never got quad remesher to make anything pretty but I have gotten my detail before by importing my blender models into plasticity.
Nice model anyway
Yeah it can take some tangling with to get things going, your way. It works alot better for organic meshes but a little bit of tinkering it can deal quite well with hart surface objects as well, so though I notice it has trouble with 45° gradients that have boolean holes for some reason.
I like this! So basically no (micro)filleting in Plasticity if you want to retopology in Blender :)
In short yes, for this workflow!
Great video! I always forget to incorporate nomad into my workflow!
One of the best bang for buck 3d packages out there!
Just use MOI to transform Nurbs based model to NGON OBJ, then re import back to blender then you good to go. MOI has way better quad or Ngon export algorithm, I normal just use Ngon. The exported model can do deformer like twist shown in the video easily without clear artifacting
How does it handle micro fillets and the like, does it create an even topology around the fillets?
It is not correct that MOI has better export, there is a big difference between Quad-CAD surfaces that does not connect in edges and Quad-remeshed surfaces where the loops follow the form.
Try putting a Subdivision Surface modifier on the Quad exported mesh from MOI and se how bad it works.
Thanks for the clarification, I was a bit suprised this didn't crop up in all my google searches and that appears to be the reason why
Sorry, your thumbnail has a typo.
Good Spotting! Fixed!
Been struggling so much to use Plasticity
What aspects are you struggling with, the workflow or more 3d modeling in general?
Keep at it, knowledge comes with time, start with simple projects, modeling smaller items etc and work your way to more complex objects
I am sorry but here the quad topology sucks, and that is way too dense for a lowpoly.
You can refine it further, the purpose was to get a cad mesh to be all quads. Without losing form,, depending on use case. This was an example.
Hand retopology is going to be the better option in alot of cases.
Quad remesher and ngone pro both have operators for controlling density in different parts of your mesh