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Automatically generate a solid complex mesh like on example

Automatically generate a solid complex mesh like on example

Anonymous
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Message 1 of 5

Automatically generate a solid complex mesh like on example

Anonymous
Not applicable

Hi everyone! I am wondering is there in Maya any tool that allows getting the result similar to Blender's skin modifier? The point is: you create a basic structure (from splines, vertexes, joints... doesn't matter for me) and then convert it into a solid mesh structure (the idea is also similar to ZSpheres from ZBrush). The mesh at this point gives a nice solid topology without stitches or holes. I found this plugin here. But it is not available for free anymore. So I wonder how can I achieve the same result without any extra plugins?

 

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Message 2 of 5

hamsterHamster
Advisor
Advisor

If I understood correctly, then you are looking for polyRemesh AND polyRetopo. If you are on M2020 or newer, then it should be somewhere in the Modelling menus; if M2018/2019 then you should execute both commands in the scriptEditor with your mesh selected. Watch some demos, to get idea about what can you achieve.


,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti

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Message 3 of 5

Anonymous
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No, I am not asking about retopology. I am asking about creating a mesh from scratch. It was explained by the link in the main post. Here, I am also adding a video example of such a tool in Blender https://www.youtube.com/watch?v=BXSD4LLtKfw&t=366s&ab_channel=JoeyCarlino 

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Message 4 of 5

Anonymous
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No, I am not asking about retopology. I am asking about creating a mesh from scratch. It was explained by the link in the main post. Here, I am also adding a video example of such a tool in Blender https://www.youtube.com/watch?v=BXSD4LLtKfw&t=366s&ab_channel=JoeyCarlino
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Message 5 of 5

hamsterHamster
Advisor
Advisor

Your initial post also contains 'automatic mesh', yet there is no automatic mesh creation within your examples.

I am not too familiar to Zbrush, but afaik its Z-balls modelling is based on metaballs, which in Maya comes more of a rudimentary hack, not an established technique. As for Blender, then those techniques rather resemble SmoothMesh modeling, where you extrude lowres poly and can preview (and render) its smoothed/creased version. The automatic skeleton creation is present only in a form of HIK Autorig, or you can use one of many auto-rig scripts/plugins, or Mixamo's skinning is quite ok.


,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti

If the post was helpful, click the
 ACCEPT SOLUTION  button, so others might find it much more easily.

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