![]() It seems to be the case that, even though I can’t see the mesh blocked by the high poly model, I can still select through it. I have the in rendered I have the retopo mesh viewport shader at partzly transparent, so I can see the high poly mesh better, but still see whether a face is filled, or not. No to Xray and working in rendered or solid. Setting Strength to 0.5 and using it with Shift held down helps to smooth out geometry without reducing volume or changing the basic shape. Relax - smooths selected vertices along an edge.Ĭircle - creates a perfect circle from a continuous edge which runs into itself. Space - Spaces selected vertices equally along an edge. This addon provides 3 very useful tools Space, Relax and Circle. Snap to Face and project individual elements should be selected)Ĭtrl+Right Click (extend face from selected edge at mouse cursor)į (creates a face from selected vertex and it’s two neighbouring vertices) Just by turning on a couple of already included addons and adding a couple of modifiers (Shrinkwrap and Mirror), you can retopologize pretty quickly in blender. 3Ds Max does a pretty good job and the ZBrush ZRemesher can get some workable topology if you use polygroups. Automated solutions are always far from ideal, especially in blender. ![]() Yea I highly recommend retopologizing it yourself. Automirror handled the complexity much better than Bool Tool, so it might be an option if I get myself into trouble again, in the future. There were a few tiny holes, and some overly complex areas along the seam, but they all seemed fixable. I experimented with applying it to the entire remeshed figure, and it worked much better than I expected. Automirror worked surprisingly well with the sculpted head. After rejoining and re-remeshing, I appended the horns and ears from the flawed remesh attempt and all seems well, for now. Going to roll back to that point–fortunately, I haven’t done much of importance since then, except for the ears and horn, which I can import from one of the later yeah, I am finding that booltool doesn’t seem to work correctly with two large, high resolution meshes, and the off-center issue made lining up a relatively regular part of the mesh (like a relatively simple section of arm) impossible.Īutomirrored and applied mirror to the head to make it symmetrical, and then used elastic deform to separate the fingers and toes while still individual objects, which was much cleaner and easier than after being remeshed. ![]() Apparently the offending part was the head, everything else was at world origin until that point, but I witlessly made the head the join target. ![]() 3.Argh! messing around with different methods of limb cloning/transplant, I discovered that my entire mesh was -0.000714 m off center since the join stage. ![]()
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January 2023
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