![]() In my experience, I've had to optimize meshes a lot more to work comfortably in Max than I would if I was doing the same in Topogun. The biggest downside I've found is that you're relying on Max to handle your high poly mesh which it doesn't cope with as well as Topogun. The retopo helpers are unique, and very powerful, but you're gonna be using Max tools, which has it's pros and cons. WrapIt is incredible, but it is still a Max plugin. If you're gonna make use of the other stuff (the painting is awesome) then I'd say go for it since it's a nice balance between the tools in both Topogun and WrapIt. It's also lightning fast and can handle very dense models.ģDCoat is great, but not worth the money if you only want it for retopology. Topogun is awesome in that it's a solid app, with in my opinion the best mesh visibility for retopo. Appears to be an awesome hybrid between manually creating retopo geo and an automatic system.Has a bunch of other bells and whistles (ie.Has a number of more retopo tools as well as an auto-retopo (though I didn't find it viable for my game model needs.).Has layers for multiple retopo elements.Viewport representation of retopo geo and reference mesh not as well rendered (transparency.).Fairly easy to get the geo built/quads laid down.Can bake out maps (though I haven't tried that yet).Makes it very easy to see what I'm laying down over the reference mesh. Excellent use of translucency in the viewport. ![]() I've downloaded the demo for 3DCoat and Topogun. I work in game development as a prop artist but want to be a character modeler when I grown up. The fields can also be manipulated using brush tools that are accessible by clicking the first icon in each 'Tool' row.I'm in need of a retopo middleware for my Zbrush/Max pipeline and need help deciding which to go with. (or shift+left-dragging) translates, and the mouse wheel zooms. Many user interface elements display a descriptive message when hovering the mouse cursor above for a second.Ī range of additional information about the input mesh, the computed fields,Īnd the output mesh can be visualized using the check boxes accessible via theĬlicking the left mouse button and dragging rotates the object right-dragging The standard workflow is to solve for an orientation field (first blue button) and a position field (second blue button) in sequence, after which the 'Export mesh' button becomes active. To get started, launch the binary and select a dataset using the "Open mesh" button on the top left (the application must be located in the same directory as the 'datasets' folder, otherwise the panel will be empty). On Windows, open the generated file InstantMeshes.sln after step 3 and proceed building as usual from within Visual Studio. Same sequence of commands shown above for MacOS. ![]() Libxinerama-dev, libxcursor-dev, and libxi-dev and then use the To build on Linux, please install the prerequisites libxrandr-dev, On MacOS, compiling should be as simple as Visual Studio 2015 on Windows, and GCC on Linux. CompilingĬompiling from scratch requires CMake and a recent version of XCode on Mac, Note: On Linux, Instant Meshes relies on the program zenity, which must be installed. Please also fetch the following dataset ZIP file and extract it so that theĭatasets folder is in the same directory as Instant Meshes, Instant Meshes.app, The following binaries (Intel, 64 bit) are automatically generated from the latest GitHub revision. An interview discussing this technique and more Since version 10.2, Modo uses the Instant Meshes algorithm to implement itsĪutomatic retopology feature. ![]() In ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia 2015) Wenzel Jakob, Marco Tarini, Daniele Panozzo, Olga Sorkine-Hornung ![]() This repository contains the interactive meshing software developed as part of the publication ![]()
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