Remesher
-
Here you go.
-
Perfect, time-amount! Thank you, smckenzie.
So, if I knew your question now, I could explore it.
For now, I assume you like to keep the shape of the window, and since it is already pretty low poly, increase to a denser mesh?(A smaller mesh is doable with the edges selected that can go, and use the Mesh> Remove> Dissolve.)
Let me know what your target is.
Cheers
-
I had tried a denser mesh but that seems overkill so was trying to get away with a less dens mesh. I had tried to straighten out the that whole edge loop but can't seem to do that.
-
So if I have a denser mesh but would like to straighten an edge loop out for the purposes of being OCD lol, how would I do that? The attached file has the loop selected. I tried using the slider and equal spacing tool.
test2.c4d -
Even with a less dense mesh, why would the re-mesher make the edges between each window curved when the original edges are perfectly straight?
-
Thanks for the file 2, smckenzie.
Please have a look here:
https://www.dropbox.com/s/si3zxqwcj82vhaw/CV4_2023_drs_23_MOrm_01.c4d.zip?dl=0
Think of straight edges as lines.
Test even up to 10000 for the Mesh Density.Alternatively, use the Subdivision Surface> Type> OpenSubdiv Bilinear, not even, but very fast.
My best wishes
-
This is great. I had tried using an edge selection but I had selected the incorrect edges looking at your edge selection! Can you explain to me briefly how the hard edge selection works with the remesh?
BTW, really appreciate your prompt response.
-
I also have another one for you. I have building models that are coming out of Revit which triangulates everything. Previously I've cleaned these up by making the geometry an N-Gon, and then using the plane tool to make cuts so I could turn it to quads. However I ran into issues with roofs like these. This file shows an example straight out of Revit. The ideal here would be to use the Remesh to "quadify" this This would be huge if you can help with something like this.
-
Thanks for the files, smckenzie.
Yes, going to N-Gons is an excellent step to clean things up. BTW, if you do not deform an object, evenly shaped triangles are not bad. If you do it, it is to get rid of triangles with one very short side. But yes, Quads look better.
I feel that it has become a self-running thing that it must be quads no matter what, while the underlying reason has been forgotten. I have not heard anyone explaining it in tutorials or shows in years.The Quad allows the lift of one or two points and determines the resulting triangles (during render time). If a quad frame has a diagonal already, that might lead to weird shapes in some cases. Hence the mentioning of deformation.
Render engines (all?) typically turn quads into triangles anyway, but again if they are not flat, it is during render time if the diagonal is one or the other way.For UV and images, I see a benefit in evenly distributed data.
Anyway, the ZRemesher comes from sculpting. I assume that is why you have trouble with that roof element.
I used a knife in the top view and started from a given point (shift). Visible only: off.
The main problem with the mesh is not the large areas; the small border is in file 3.
I prefer it here to do it manually, as that is then as I like it. To create first some edge selection, then using a Remesher, and to keep it fast, turning it again into a mesh, deleting or even worse, saving the previous, that takes too long for me. But modeling is also a personal thing.
If quality is not improved, there must be a balance between time investment and satisfaction.
Again, character animation has different rules, and their splines help create the organic flow. Time is valuable, and manual work is expensive. So, also here, a good balance is critical. To just be fixated on one or the other seems outdated. (An artist call, for sure.)If you make it dense, then there must be a reason.
https://www.dropbox.com/s/88fk9y680pxo5hz/CV4_2023_drs_23_MOcd_01.c4d.zip?dl=0
Cheers
-
Thanks again. I had managed to fix this in the same way I had done the others, i.e. make the geo an n-gon and then use the plane cut tool in object mode to add cuts to remove the n-gons. Thanks to you though I now know how to add the Remesh to it afterwards and then use a bevel on the edges.
My thought process being going to quads was two-fold - if the geo was triangulated I couldn't easily select edge loops to then save as a selection to use on a bevel deformer.
Second - I had many elements that I was intending to to use Redshift displacement on.
If there's other methods I should be considering I'm all ears
-
Thanks for the reply, smckenzie.
A good mesh is based on knowledge and/or manual work.
It is not often that a roof gets a deformer treatment. With lots of polygons, deformers might work; the kind of deformation indeed dictates the structure of the mesh. Just lots of polygons are often slowing down the processing. So, we end up doing it manually anyway.
All the best