Autodesk has released 3 new tutorials in which 3ds Max Principal Experience Designer Martin Coven uses the new downloadable Retopology Tools to retopologise CAD data, a scanned mesh, and a booleaned model.
Autodesk has released 3 new tutorials in which 3ds Max Principal Experience Designer Martin Coven uses the new downloadable Retopology Tools to retopologise CAD data, a scanned mesh, and a booleaned model.
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Nice!
Link for Scanned mesh is wrong. Should be https://www.youtube.com/watch?v=AUikqN_lVPc
Love it!
Maybe good for cleaning up Basic Boolean models and some CAD objects, I tried it on anything heavier than 40K poly count and you end up waiting a looong time for processing and often the results were bad. For instance try importing cloth of 150K triangulated Polys from Marvelous and run the Retopo on it for a test and you’ll get my point.
I ended up using Zbrush’s remesher.
Thats the reason you should check these tutorials. XD Instead of running directly retopo, add a prooptimize, a meshcleaner, and finally a retopo. Your waiting time will go from minutes to under 10 seconds, and you will get a better mesh that the zbrush remesher.
Sadly I did try, but I fail to see how to work it as it is, for the test I imported a triangulated polygon from Marvelous then what? I ran a meshcleaner it had no errors, why would I run another subdivision on it when its already densely triangulated. So I just tried multiple retopo methods, all of them produced inferior results to Zremesher and took forever, some failed.
Maybe it works better on CAD models but from the looks of it there is trouble out of the box compared to Zremesher.
You are not adding another subdivision. ProOptimizer modifier to reduce unnecessary triangle count, then the mesh cleaner to fix any errors from that. Then retopo.
Yes thats the idea. If you have a 15M polys, but your target are 20K. Dont run retopo directly on your 15M polys! Instead add a prooptimizer to 30K polys for example, and run the retopo with a target of 20K. you dont have difference in quality over your mesh, and retopo will be orders of magnitude faster. For the example videos I convert a 20M polys coming from Zbrush in to 40K, but you dont do it in one go. First prooptimize, then you can run multiple retopology in top to have multiple levels of detail.
To be honest that should be thought of and already build into the remesher… Not very thoughtful of the devs to let the user do the extra steps manually when it could be added in the tool.
You only need to add those modifiers for certain scenarios, plenty of times it works right out of the box. I would much rather add the stuff that I need each time, then delete the extra stuff I don’t need every time. I think what people need to understand about this tool is that it’s not a remeshing tool, it’s retopology tool. While it may take some extra time and knowledge, you get far better results when you understand what you are doing. Hopefully in the future they implement a proper voxel remesher that can work in tandem with this to produce flawless results easier.