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Automatic Retopology Tools

Automatic Retopology Tools

I would love to see tools in Max that allow us to clean up crappy CAD models and high poly count geometry into usable, "watertight" meshes with the click of a few buttons. Something along the lines of ZRemesher/Dynamesh, but with more options to deal with meshes that have holes or unwelded verts. 

39 Comments
Xerges
Advocate

Retopology tools in Max needs an update.

Some tools like Wrapit:

or Max Retopo:

 

- automatic realtime conform for editable poly

- draw a line that intersect and create a ring of quads with the # of polys specified

- extend a ring of polys

- quad-fill with auto topology

 

Blender has these kind of tools

 

also an automatic retopo should be added,

already requested in this idea:

 

Auto Retopo

 

 

Tags (2)
Ihno
Collaborator

I'd like to see something similar to the ZRemesher of Zbrush

Anonymous
Not applicable

Adding a modern 'Xray' display would also be VERY welcome. Something like Topogun or Modo.

 

I know this can be mimicked with materials, Display Selected with Edged Faces, and the Offset control, but, this is a lot of messing about and can really kill the retopo experience.

 

It would be great if Nitrous automatically switched to a Retopology display mode which always overlayed the new topo geo on the ref mesh. Maybe with a slider value to control transparency.

yup  something like Topogun

yiannisk
Advocate

This would be super useful for games too. Mudbox does it nicely, and perhaps the calculations for the isolines could prove useful in order to allow a very easy generation and switch between low and hi res.

Anonymous
Not applicable

blenders retopoflow plugin is like wrapit as well.  Somehting that we desperately need.  Especially the stroke based retopology for cylindrical forms - i.e. draw a "slice" through a cylindrical object (chair arm, elepant trunk, etc) and it wraps it in 360 degrees.

 

https://www.blendermarket.com/products/retopoflow

 

Anonymous
Not applicable

+1 for this, if there's a better built in tool in 3dsmax this would be awesome.

i'm always use this one usually, https://github.com/wjakob/instant-meshes

Kelly_Michels
Autodesk
Status changed to: Future Consideration
 
Anonymous
Not applicable

@Kelly_Michels

just in case you looking for an idea.
Improve Quadify mesh modifier, right now it's creating a messy result.

Also integrating this https://github.com/wjakob/instant-meshes directly inside 3dsmax would be golden, right now i'm using a bridge script to using this with 3dsmax.

other 3d apps already have a fast and great auto remesh/retopo tool it's time for 3ds to have one

electrotoast_old
Community Manager
Status changed to: Under Review
 
alexnode
Advocate

This could be a fantastic feature ! Pretty please ... 

Anonymous
Not applicable

I agree automatic re-topology would be very helpful & time saving too.

Anonymous
Not applicable

As someone who works with CAD Engineers to generate photorealistic renders, this would be a godsend.

I see they implement/want to implement more interopperability between Fusion 360 and Max. In that case this is somehow the right thing to do.
bksong
Enthusiast

Someone please tell me there is an alternative to Polydraw!

 

I'm inexperienced at retopo but retopo shouldn't take 2+ hours right? 

  • Camera flies off randomly when working in tight zoomed in areas (toes, inside of mouth)
  • smaller details (teeth) or crevices (under chin) hard to get precise vertices
  • vertices randomly snap to the incorrect opposite surface of the mesh when zoomed in or working with tighter details

f1nDUym

Anonymous
Not applicable

TopoLogiK, from Kinematic Lab, is awesome!

https://hocuspocus-studio.fr/tools/product/topologik/

Anonymous
Not applicable

I just installed QuadRemesher , it's ( I think ) by the guy who made Zremesher for Zbrush.  It's pretty amazing :
https://exoside.com/quadremesher/

 

the key gripe is that for game characters, there's no way to concentrate on certain areas of the mesh to be lower poly and other detail areas to be higher poly, but I'm not sure how many tools are able to provide that granular of a feature without having to do manual work. From what I'm seeing, QuadRemesher will get you like 80 or 90% there, and then you can tweak verts / edges/ smooth things out on your own. But IMO it feels a lot faster than doing the whole thing manually. The best control is probably afforded by TopologiK ( tool listed above) which I also bought, but it will take significantly longer. 

Anonymous
Not applicable

In my humble experience of using 3ds Max there's a big pain in the  headache to use boolean operations.

But with a quality Auto Retopology tool, this weakness could turn 3ds Max in a very powerful and fast service for creation of everything.

I had installed that Quadremesher, recently, and agree with the comment above. This is a useful script and we need it in 3ds Max with updates. For example, retopology for hard surface and organic meshes are different. It will be great if that tool can use for both. 

P.S. Sorry for my English. And sorry if my post is too naive. 

P.P.S. Here is another opinion of an experienced person in 3ds max (Arrimus 3D).

https://www.youtube.com/watch?v=lcM7wBlvA4c

 

We will have some movement on this topic in the new year. If anyone is interested in this I invite them to post here so that we can get you in on the 3ds max beta and test things out when we start with releasing content there.
brentscannell
Alumni
Status changed to: Accepted
 

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