|
Post by lrim on Feb 14, 2021 16:19:59 GMT -5
Hi all, I need to reduce polycounts of my finished dress because I'm afraid it is unnecessarily high. It's a new mesh made with MD. I'm a noob. If possible, I wouldn't want to risk losing many details of my new mesh, so, following a tutorial, I did what is called RETOPOLOGY using the free Instant Meshes software. It was easy (probably too much easy? ). But the value of the polycounts remains high, even though I have removed the duplicates and decimated on Blender (v2.76). The blend file. Please, can someone recommend me some way easy understandable to reduce polycount even more without lose too many details? Sorry for the bad English. *I'm here for another question. Is it useful use the new feature, "Remeshing to Retopology" , introduced with Marvelous Designer 9.5 to low polycounts before working on Instant Meshes or Blender? Thank you
|
|
|
Post by mauvemorn on Feb 14, 2021 16:38:59 GMT -5
Hi. Both automatic retopology in md and instant meshes are useless. You should look up a video that explains the purpose of retopology (general info, not TS4/md/blender specific )and then actually try to do it yourself manually. It is very fast an easy once you wrap your head around it Here is a video I made to show someone how to do it. Ignore the very beginning There's more to it. Good topology ensures that: - you can easily edit the mesh. You can select edge loops ( with tris you cannot ) and delete them ( perfect for making LODs ); - the mesh is shaded smoothly, no crumpled paper look, no pinching, not jagged; - the mesh animates right, it bends sharply when it needs to; - it morphs right; - and the most important, the polycount is reasonable. Here's a video ( you probably need to download it bc otherwise the quality it bad )
|
|
|
Post by lrim on Feb 14, 2021 18:21:39 GMT -5
Hi mauvemorn, thanks for your reply! I watched your video, thank you, it's very helpful and I appreciate the subtitles! Plus, I'm watching an Italian (my mother tongue) tutorial on YT that explain the purpose of retopology : , in Blender. Now... my brain is full, I need to clarify: considering that I will follow your video tut linked above, so I'd do manually retopology in MD, I'm just wondering if I can do it once I've finished my mesh in MD, before start to converting the mesh for the game with Blender (delete vertex, weight transfer, vertex paint...). Maybe is a dumb question but I'm so confused, I'm spending so many time these days to try to understand something more Thanks for your help.
|
|
|
Post by mauvemorn on Feb 15, 2021 2:46:49 GMT -5
You do retopology after you modelled everything in md, before exporting the mesh to blender, before adapting it.
|
|
|
Post by lrim on Feb 15, 2021 7:22:29 GMT -5
Fine, thank you again mauvemorn!
|
|