Polygon to NURBS / solids conversion
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 From:  Metin Seven (METINSEVEN)
8552.27 In reply to 8552.20 
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

Regards,

— Metin

———————

visualization • pixel art • illustration • 3D design — https://metinseven.com

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 From:  Frenchy Pilou (PILOU)
8552.28 In reply to 8552.27 
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

---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery
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 From:  amur (STEFAN)
8552.29 
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
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 From:  Metin Seven (METINSEVEN)
8552.30 In reply to 8552.28 
Thanks Pilou! I didn't know the second link yet. Good subdivision modeling advice is always useful.

Regards,

— Metin

———————

visualization • pixel art • illustration • 3D design — https://metinseven.com

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 From:  Metin Seven (METINSEVEN)
8552.31 In reply to 8552.29 
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.

Regards,

— Metin

———————

visualization • pixel art • illustration • 3D design — https://metinseven.com

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 From:  PaQ
8552.32 In reply to 8552.21 
Hi Michael,

If that means MoI will get a proper poly mesh importer that would be more than welcome too.
I have introduce MoI to a co-worker, he's formally a concept artist, and now he's modeling all day long since months, producing assets for one of our game.

He often receive polygonal mesh for reference, either simple blocking, but sometimes more advanced models done by other artist, and it's always a little bit tricky to have this data in MoI.
A 'fast' .obj loader just for mesh display (no edition) could help a lot, as for the moment we have to heavily decimate the data, the triangle to nurbs conversion is useless (for out needs) ... we just want to display it to build stuff around.

So if you find a way to add this feature in a 'sexy' way that would be awesome too :O)

EDITED: 28 Jun 2018 by PAQ

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 From:  archetype (FABIENF)
8552.33 
Hi Michael,

I second PaQ's request for the ability to import mesh data for reference. Think of it as the 3D equivalent of the reference image functionality we already have. Apart from being able to translate/transform/scale such objects, I think it will be fine to have only a limited toolset to work with these models.

I don't know about snapping to vertices and so on, but that sounds interesting as well for some projects. Being able to intersect planes with meshes to derive curves would be useful too, I presume. But I'm getting ahead of myself here ... simple but efficient import and fast display of meshes alone would be a major thing already! It would make a lot of my work a lot easier.

In addition, having some subdivision-surface functionality in MoI, as you hinted at, sounds extremely interesting! Even more than the things you and me discussed over email last time ;-)

Thanks,

Fabien
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 From:  Michael Gibson
8552.34 In reply to 8552.32 
Hi PaQ,

> If that means MoI will get a proper poly mesh importer that would be
> more than welcome too.

Sorry but no it wouldn't mean this at all, having polygon mesh objects that you could work with at modeling time is a totally separate thing. I'd like to have that at some point in the future but having certain kinds of objects that behave totally different from "regular" ones is a pretty big usability problem.

- Michael
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 From:  Michael Gibson
8552.35 In reply to 8552.33 
Hi Fabien,

re:
> Being able to intersect planes with meshes to derive curves would be useful too, I presume.

Yeah this is the sort of "can of worms" that gets opened pretty quickly, I'm not very confident about operations with meshes being integrated into the existing tools. It would probably need its own dedicated toolset for reverse engineering tasks. That's just overall a pretty complex area that I haven't been focused on targeting with MoI.

- Michael
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