I am not a software developer, but aside from the sheer amount of coding required, can anyone explain to me why a good developer hasn’t tried to create a fully-automated or 98 to 99 percent automated retopology tool? Also, at some point we should soon be able to create a very intelligent, AI-generative tool (that has been taught on thousands or millions of properly retopologized 3D models) that can fully or almost-fully creates a retopology mesh for us (with mostly quads, least number of triangles and n-gobs, and even figure out how to minimize quads on broad surfaces, increase the number of quads for detail areas (like around the mouth and eyes), and properly follow the curvature os surfaces, etc.). Except for odd and difficult mesh areas, I think this can be done. This would remove 99% of the pain or maybe even the need to manually retopologize our models. Any thoughts?
Have you tried Quadremesher. Perhaps the most useful plugin for Blender. On a character you may still want to use other retopo plugins that give you more control on the final topology. But for all the rest, quadremesher will produce great results in one click
Instantmesh and Quad remesher are the closest we have to that in blender. Instantmesh is free and offers comb remshing and Quad remesher is made by the guy who did Zremesher. Weird af that this video didn't mention either of those.
hello, im a beginner 3d asset maker. i want to asking about 3d development for asset game. I am making a low poly fire weapon with a modified style for fps game for my school project . but i still a little confused. is it allowed to delete unnecessary faces on the polygon that has been formed? such as the inside that is not visible. or should i stack them and combine it for safe my topology in unity/unrealengine. my 3d software is autodesk maya stundent version. thankyou for help Reply
The new version of Retopoflow will work within the actual viewport instead of a separate mode, looks really cool
I am not a software developer, but aside from the sheer amount of coding required, can anyone explain to me why a good developer hasn’t tried to create a fully-automated or 98 to 99 percent automated retopology tool? Also, at some point we should soon be able to create a very intelligent, AI-generative tool (that has been taught on thousands or millions of properly retopologized 3D models) that can fully or almost-fully creates a retopology mesh for us (with mostly quads, least number of triangles and n-gobs, and even figure out how to minimize quads on broad surfaces, increase the number of quads for detail areas (like around the mouth and eyes), and properly follow the curvature os surfaces, etc.). Except for odd and difficult mesh areas, I think this can be done. This would remove 99% of the pain or maybe even the need to manually retopologize our models. Any thoughts?
Have you tried Quadremesher. Perhaps the most useful plugin for Blender. On a character you may still want to use other retopo plugins that give you more control on the final topology. But for all the rest, quadremesher will produce great results in one click
Why haven't they implemented something like Z brush's retopo?
Instantmesh and Quad remesher are the closest we have to that in blender. Instantmesh is free and offers comb remshing and Quad remesher is made by the guy who did Zremesher. Weird af that this video didn't mention either of those.
Nice! :D
hello, im a beginner 3d asset maker. i want to asking about 3d development for asset game.
I am making a low poly fire weapon with a modified style for fps game for my school project . but i still a little confused. is it allowed to delete unnecessary faces on the polygon that has been formed? such as the inside that is not visible. or should i stack them and combine it for safe my topology in unity/unrealengine. my 3d software is autodesk maya stundent version. thankyou for help
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mash / prossass ❌
mesh / process ✅