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Full Version: Polygon to NURBS / solids conversion

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From: chrisd (CHRIS_DORDONI)
19 Aug 2017   [#12] In reply to [#11]
"Any chance of continued Subdiv development, like triangle subdivision optimization? It would be fantastic if you could make a smoothly subdivided solid from a triangulated, decimated mesh, like the output of Zbrush Decimation Master or Blender's Decimate modifier."

Have you tried Instant Meshes?
From: Metin Seven (METINSEVEN)
20 Aug 2017   [#13] In reply to [#12]
Hi Chris,

Yep, I know Instant Meshes, but I prefer Zbrush's ZRemesher. My triangle subdivision request is related to the triangulated output of ZBrush's Decimation Master, which often keeps details better than if you retopologize, and with fewer polygons.
From: keith1961
22 Aug 2017   [#14] In reply to [#13]
Hi
I didn't know and now its on my desktop. Thanks for the tip:) When you post you always help someone
Keith
From: Metin Seven (METINSEVEN)
27 Aug 2017   [#15] In reply to [#14]
Glad this topic introduced you to something new, Keith.
From: Metin Seven (METINSEVEN)
25 Jun 2018   [#16]
Hi guys,

It's been a while since we had this discussion about poly to NURBS conversion. Any news on this subject?

I'm still hesitating to go for ViaCAD Pro and Powerpack Pro, but it's a costly investment, and I need it only for specific cases, every now and then.

The most important property of a poly to NURBS conversion would be the ability to convert detailed high-polygon meshes to NURBS. ViaCAD's Powerpack Pro seems to do a decent job in that area:

http://masterviacad.com/powerpackoverview/styled-50/page35.html

Regards,

Metin

———————

visualization • illustration • animation • 3D design — https://metinseven.com
From: amur (STEFAN)
25 Jun 2018   [#17]
Hi Metin,

i think it is the best commercial option (price wise), because if
i remember correctly solutions like T-Splines can't handle that
high quad poly count, like shown in the examples.

Regards
Stefan
From: Metin Seven (METINSEVEN)
25 Jun 2018   [#18] In reply to [#17]
Thanks Stefan,

I guess so too. T-Splines are very comparable to Max's Subdivision command for MoI, and indeed work best with a relatively low quad poly count.
From: AlexPolo
25 Jun 2018   [#19]
Hi Metin,

I originally purchased VIACAD Pro and yes it does do a good job of conversion but as a owner of ZBRUSH also I found that creating a clean quad mesh using the Z-Remesher function I could control the quad count to a higher degree and exporting that as an OBJ and importing using Max's OBJ import and SUBD commands I could get leaner surfaces - VIACAD would place many patches over surface creases - if you have a file in mind send it to me and I will do viacad/zbrush comparison.

regards
Alex.
From: amur (STEFAN)
26 Jun 2018   [#20]
Hi Alex,

while ZRemesher does indeed mostly creates nice quad meshes i had recently
pinching issues at 3 edges poles when doing a T-Splines conversion with
Fusion360. The solution was then to trim the small pinching areas in MoI
and network the holes.

Regards
Stefan
From: Michael Gibson
26 Jun 2018   [#21] In reply to [#16]
Hi Metin, well you may want to hold off on an expensive purchase for this function for a couple months because there is a possibility it could show up in MoI v4. I don't know for sure yet though.

- Michael
From: amur (STEFAN)
26 Jun 2018   [#22]
Hi Michael,

are you taking about the possibility of a function like ViaCAD or T-Splines has,
or a simpler solution like Max's subd script?

In case of the first one that would be super awesome!

Regards
Stefan
From: Michael Gibson
26 Jun 2018   [#23] In reply to [#22]
Hi Stefan, something more like the first one. But personally I'm more concerned with surface quality than with having a smaller number of larger surfaces.

- Michael
From: amur (STEFAN)
26 Jun 2018   [#24]
Hi Michael,

wow, that would be cool and i can understand your concern. Hopefully
all goes well, like you expect, in case it will make it into V4.

Best regards
Stefan
From: Metin Seven (METINSEVEN)
27 Jun 2018   [#25] In reply to [#21]
Hi Michael,

Wow, that would be a fantastically useful, much-desired addition to MoI, many thanks for letting us know!
From: Metin Seven (METINSEVEN)
27 Jun 2018   [#26] In reply to [#19]
Hi Alex,

Many thanks for your offer, much appreciated.

Right now I haven't got a model to convert yet. There's a possible new modelling job around the corner that would require high-poly to solid conversion, that's why I thought to do some preliminary research again.

It's exciting to read that Michael is considering adding such an option to MoI. That would make MoI a one-stop solution for polygons to NURBS and vice versa.
From: Metin Seven (METINSEVEN)
27 Jun 2018   [#27] In reply to [#20]
Hi Stefan,

Some types of models are hard to auto-retopologize. I've found that sometimes 3D-Coat's Autopo does a slightly better all-quads retopology than ZRemesher.

Here's a comparison I recently created about this subject:

https://www.metinseven.com/blog/Ag4W/3d-coat-vs-zbrush-auto-retopology-comparison
From: Frenchy Pilou (PILOU)
27 Jun 2018   [#28] In reply to [#27]
Very cool comparaison!

Not sure this following is exactly the same subject but...

http://topologyguides.com 5 pages!

https://giancr.com/en/essential-tips-hard-surface-small-details-part-01/ 3 Pages


From: amur (STEFAN)
27 Jun 2018   [#29]
Hi Metin,

maybe it is only me but i had never luck with getting better auto retopo
result with 3DCoat. I stay with ZBrush and fix later those little pole issues
with MoI.

Regards
Stefan
From: Metin Seven (METINSEVEN)
27 Jun 2018   [#30] In reply to [#28]
Thanks Pilou! I didn't know the second link yet. Good subdivision modeling advice is always useful.
From: Metin Seven (METINSEVEN)
27 Jun 2018   [#31] In reply to [#29]
Hi Stefan,

The auto-retopo results are very dependent on the mesh features. I do know that Autopo has been improved a lot since the first versions, and is now at least on par with ZRemesher.

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