These algorithms look promising (especially Quad Remesher), but they've still got a *long* way to go. I feel like an approach that uses "deep learning" could be interesting. The challenge would be getting ahold of a large enough dataset to train the neural network.
@Floridarollin4 жыл бұрын
I accidentally tried to google a topic and found your video. I love evangelion, I just have no clue what is going on in this video but very interesting! It's rare when you find a video outside your scope of work and have no clue what is said throughout the whole portion of it haha.
@moontan914 жыл бұрын
i just purchased a 3 months subscription for Quad Remesher. there's a 30 days free trial available. it's pretty damn good! : )
@DeathClonic4 жыл бұрын
This was pretty much my conclusion too. Glad you made a video going in depth about it.
@carlocaputo98064 жыл бұрын
Your works are AWESOMEEE!!!
4 жыл бұрын
Thank you!
@3d5154 жыл бұрын
@ You missed 3DCoat !
@kdvr7664 жыл бұрын
Just got into blender, loving your content 😎👍
@XINN1X3 жыл бұрын
Will you be doing a new version with the Quad Remesher addon in Blender?
@jeffg46864 жыл бұрын
It's a paid add-on, and I haven't used it personally yet, but wanted to give a shout-out to the cookie guys for Retopoflow 2 (not sure if ready yet for 2.8) - but from what I''ve seen - pretty amazing
4 жыл бұрын
I'm looking forward to it, however, since its manual retopo and not automatic, I'll maybe compare it along the new poly tool that's been added to 2.82 sculpt branch.
@jeffg46864 жыл бұрын
@ - Yeah, definitely manual, but I think as far as manual goes, that's about the fastest workflow. Manually always ends up best - just depends if you need it I guess, cause most time we probably don't - idk really.
@hamuArt4 жыл бұрын
I'm working a very complex fantasy character mesh (max poly count limit 50K triyangle). My experience for game retopo: - ZBrush forget it. Pixology need to work with Decimation Master and ZRemesher integration in one tool with learned AI for optimized good low topology (maybe option to show rig bone to know where are the important deformations)... I don't want wasting time to paint weights to show them the important-less important shapes.... that's enough on rigging. - Maya and Quad Remesher: they try better result but still too much fix need on the result meshes. Easier to handmade. (too many unnecessary edge loop - and lots of edge loop twisting around the mesh to make headache to delete them). comrad Diatlov would say: - Not good and not bad... I think a few years and we have a good retopo tool. I hope so XD
@niazahmedkhan42014 жыл бұрын
I cant install quad remesher plugin in maya 2018.can u help me?? can u make a video on this topic?
4 жыл бұрын
Hey! Try following the instructions that comes on the readme.txt file. It worked, I already talked about it on the video... try updating maya to the latest version.
@orphydiancg77594 жыл бұрын
what he is saying around 7:44 ?
@MellowJelly3 жыл бұрын
I think he's saying "it tries to evaluate the geometry from what it's within already there"
@AyushBakshi4 жыл бұрын
Starts at 3:05
@phantomapprentice67494 жыл бұрын
Lol ,"artistic approach" . Seriously, thanks for doing this video