Plasticity to Blender Sub D | BlenderBridge + Blender QuadRemesher

  Рет қаралды 2,254

Kuechmeister Swagger

Kuechmeister Swagger

Күн бұрын

Пікірлер: 21
@saninmw3
@saninmw3 29 күн бұрын
Chris you are a wizard. The way i used Quadremesher is to export single surface for example basin inner surface and remesh it and after that model the rest, but this is faster and great results. main issue is that loops tend to not follow the edges sometimes like they should in normal subd workflow
@Geostationary0rbit
@Geostationary0rbit Ай бұрын
Sick!
@rectangle_
@rectangle_ Ай бұрын
Refacet, Auto Mark Edge before Remeshing 🤙🏻
@Kuechmeister
@Kuechmeister Ай бұрын
Yes.
@CaHeoMapMap
@CaHeoMapMap 29 күн бұрын
pro!
@amrmaher5744
@amrmaher5744 Ай бұрын
wow I like you What is your favorite modeling program? plasticity ?
@Kuechmeister
@Kuechmeister Ай бұрын
Meanwhile I must say, yes.
@amrmaher5744
@amrmaher5744 Ай бұрын
@@Kuechmeister yes 😂😂😂
@amrmaher5744
@amrmaher5744 Ай бұрын
@@Kuechmeister Just say which modeling program is best for you 😌
@Kuechmeister
@Kuechmeister Ай бұрын
@@amrmaher5744 Moi3d and Plasticitys
@amrmaher5744
@amrmaher5744 Ай бұрын
@Kuechmeister You're a genius. 🥹✨️
@木可-u8t
@木可-u8t Ай бұрын
不过quadremesh对于多孔曲面的算法不太好
@piker78
@piker78 29 күн бұрын
Well... not to be a buzzkiller, but that's really not an adequate subD model :) That's more of a zRemesher type of an intermediate mesh. And it being such - the point of doing this in Blender alludes me somewhat. I get it in Zbrush - you remesh stuff there either to smooth a rough hardSurface sculpt, or to be able to really pump up the surface micro detail of an organic model. But here you have a finished cad model, that imports into Blender with PERFECT custom shading, ready for whatever rendering purposes you might come up with. Why do this?
@Kuechmeister
@Kuechmeister 28 күн бұрын
@piker78 I try to push Plasticity more in a mainstream direction. I experimenting with all possibilities. The original Plasticity quality is unbeatable with sub d, but in some cases quad mesh can relax the base form more in a organic direction.
@piker78
@piker78 28 күн бұрын
@@Kuechmeister yeah, I guess as a technical exploration it has merit. here's a thought - keeping with the zbrush parallel > It may be useful as a workflow to sort of dynamesh/voxelRemesh the piece to be able to sculpt in small details with alphas, then zRemesh/quadRemesh a copy of the sculpt, subdivide and project the new details from the sculpt to the remeshed piece. Sort of will be able to work as a midpoly with normals and displacement for specific applications.
@Kuechmeister
@Kuechmeister 28 күн бұрын
@@piker78 Here is a further inspiration for you kzbin.info/www/bejne/fqvJZJqYjdGleJo
@piker78
@piker78 28 күн бұрын
@@Kuechmeister Sweet! Can you reverse the process? - Like in Fusion360 where you can import a quad-mesh from a poly-modeling suit and it can convert it to a Nurbs-patched object? I DO quite like this approach> I start with a overall shape sculpt in zbrush, all-quad retopo it with topogun, and send it to Fusion for further cutting up with the cad tools there. Is this approach doable in Plasticity?
@Kuechmeister
@Kuechmeister 28 күн бұрын
@@piker78 do you mean this "CAD Poly Patches to CAD SUB D" kzbin.info/www/bejne/hpS0iWNof8irbKM
@cyanide227
@cyanide227 29 күн бұрын
bad geometry input, Moi3d has its crown for that.
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