I could only cover a few 3D software in this video so let me know your experience with auto retopology. How well does it work in other 3D tools like Maya, Blender, 3ds Max, Zbrush, 3D Coat, etc And don't forget to join the community Discord here: discord.gg/G3Z8tkzmuM
In Zbrush you must allow symmetry so Zremesher will make symmetrical object. Also can make polygroups on logic places ( can use polygroups by normal and play with angle or manually make polygrops ) then enable 'keep groups' and 'detect edges'. Often Zremesher give nice result on less complex parts. There are other tricks. I don't use Maya or Max, but Arrimus 3D on his channel make some nice videos about Max autoretopo tools. I'm really impressed how new Max handle hard surface models. Better than Quadremesher I think.
Quad remesher is awesome and it includes option for symmetry or edge loop control by hard edges/normals splitting, my only issue with it is not having the ability to define a flow like the open source instant meshes has, not a fan of instant meshes but that feature is nice to have
For Zbrush create polygroups around any hard edges (can do group by normals as well). After that "crease polygroups" so you can lock in those edges. Finally ZRemesher with "keep creases" on. Retopo will create almost perfect low polygon edge retention.
Blender does have an automatic retopology tool, but it's kind of buried for some reason. If you click on your object and go to the object data properties tab (the little green triangle), there should be a remesh option. Click that and set the mode to quad, and then it'll try to remesh with ''proper'' quad topology. The few times I've used it I didn't get great results, so I'll stick to Zbrush, but it is there for anyone wondering.
I was saying that if blender had good retopo features. The native remesh isnt good and the quad remesh addon is a hit and miss. Zbrush for the win right now.
Have been playing with 3ds Max auto retopo for a couple of months to retopo Fusion360 meshes mostly revolver frames. It works very well sometimes. Smoothing groups helps a lot, hard edges helps with edge flow. Slice if the mesh has symmetry. Weld verts at 0.0 before you start. Use ProOtimiZer and or quadrify then the retopo tool. For Zbrush first polygroup by angle, then crease polygroups before using ZRemesher.
I was meaning to test out 3ds Max but ran out of time. Autodesk used the same retopology solver in both Maya and 3ds Max. I also noticed smoothing groups/soften and harden edges had a big impact on the retopology. I'll be sure to test it out!
I think Maya's usage might still be very limited on models that require good topology - especially those that need to be rigged or in a production environment to be accessed by teams, etc. Honestly, such 'auto-retopology' is probably where some form of AI might be needed. Else is back to the human brain...
I understand why everyone is crying for a meaningful AI retopo tool. These retopo tools solve the problem of generating quad topo, but they are far from an optimal geometry. Especially if we are talking about real-time geo. More and more I see retopo where they clearly used ZRemesh or Intsant Mesh and there are a lot of unnecessary vertices on the models. And then they wonder why the highend machines only run at 30 fps... Not to mention that a much higher poly count also means more tedious UV-ing.
Zbrush is pretty good but has issues with circle sections. If you take a sphere and retopo it, its worst than the original. And some retopos create an infinite edgeloop when making things like gloves or socks. The edge loop spirals around the part.
I spent a lot of time playing with the auto retopo in 3ds Max with pistols. It works better if you have symmetry, to slice the mesh first. With Zbrush you want to set polygroups by angle , then you can crease the polygroups , that helps keep the edges. The same with Max set your hard edges and smoothing groups before you retopo. I suspect in Maya you need to set hard and soft edges, yet to try though. It helps a lot with edge flow
The biggest reason we pursue a uniform mesh is quad-overdraw. Since meshlet, the burden of quad-overdraw has been eliminated, so is there a need to do something like that?
I think about this topic every time a photogrammetry project gets linked on Hacker News and the comment section seems to think that 3d modeling is now an automate-able process. :) Which is not to say that the AI won't eventually get there.
Agreed, that's why I always revisit auto-retopo every year or so or when there are big updates. Seems we are still pretty far out from a one-click solution.
I dont know if you know by now but i have seen in your videos that you always put 90 or 180 degree’s whenever you want a rotation perfect While you are rotating just press J and rotate and its going to spin 15 degress so its a bit faster than putting the numbers in the channell box Hope it helps btw you are and excellent teacher keep it up with your excellent content
ZRemesher is somewhat better than 3DCoat's Auto-Retopo toolset, but they are both very good and overall, you would have a hard time finding a better Retopo/Auto-Retopo toolset than 3DCoat. It works so smoothly with even uber-dense Sculpt meshes.
Honestly It depends on the type of your models in most cases it works but sometimes you need to do some work manually but It does save you a lot of time sometimes.
I convert a lot of models from CAD to polys for rendering, and MOI is my go-to for that task. It's an order of magnitude better than the native converter in Maya. That works for me, though, because I'm mostly doing still images and not animation, and that allows me not worry much about poly counts unless they get truly ridiculous, so I can just thow several hundred thousand polys at an object until it looks good. It also relies on the CAD file to be well-made -- that is, once you convert to polys, you aren't going to get a smooth-able model unless you do loads of manual cleanup, so I rely on Arnold's rendertime aiRoundCorners function to get some edge rounding. Again, this works wonderfully for my specific use-case (photorealistic stills) but I'm not sure how much time it would save in other workflows.
Auto Remesher it's the best free and open solution out there, the interface sucks and you have to play with the slider before importing but produces good results. To save use the right most icon
Great video! Just letting you know though, blender does have retopology. You have to go to the sculpting tab, and it's under the remesh option in the top right. However, it's more geared towards sculpting, so I find that it's not as smart as the one in Maya or Zbrush.
Thanks, I checked out the Remesh in the sculpting tab but it is that same Remesh that is used in the modifier list. As you said, it behaves more like ZBrush Dynamesh and is suited more towards sculpting.
We need an AI retopo that makes game ready asset... not a quad auto topo that nice for high poly modeling like ZBrush.... If we want proper clean geo boolean than better to use some CAD procedural tool. + we need UV tool with AI
I could only cover a few 3D software in this video so let me know your experience with auto retopology. How well does it work in other 3D tools like Maya, Blender, 3ds Max, Zbrush, 3D Coat, etc
And don't forget to join the community Discord here: discord.gg/G3Z8tkzmuM
There's a plugin named quad remesher as I think you can find tutorials about it, and it does a good job.
In Zbrush you must allow symmetry so Zremesher will make symmetrical object. Also can make polygroups on logic places ( can use polygroups by normal and play with angle or manually make polygrops ) then enable 'keep groups' and 'detect edges'. Often Zremesher give nice result on less complex parts. There are other tricks. I don't use Maya or Max, but Arrimus 3D on his channel make some nice videos about Max autoretopo tools. I'm really impressed how new Max handle hard surface models. Better than Quadremesher I think.
Quad remesher is awesome and it includes option for symmetry or edge loop control by hard edges/normals splitting, my only issue with it is not having the ability to define a flow like the open source instant meshes has, not a fan of instant meshes but that feature is nice to have
Quadremesher for blender is pretty much as good as the autodesk remesher
@@OccultDemonCassette Which drug you use? I need some :)
For Zbrush create polygroups around any hard edges (can do group by normals as well). After that "crease polygroups" so you can lock in those edges. Finally ZRemesher with "keep creases" on. Retopo will create almost perfect low polygon edge retention.
Blender does have an automatic retopology tool, but it's kind of buried for some reason. If you click on your object and go to the object data properties tab (the little green triangle), there should be a remesh option. Click that and set the mode to quad, and then it'll try to remesh with ''proper'' quad topology. The few times I've used it I didn't get great results, so I'll stick to Zbrush, but it is there for anyone wondering.
I was saying that if blender had good retopo features. The native remesh isnt good and the quad remesh addon is a hit and miss. Zbrush for the win right now.
It's pretty basic compared to zbrush/maya
You saved my life. Thank you
dyntopo quality quads!
Have been playing with 3ds Max auto retopo for a couple of months to retopo Fusion360 meshes mostly revolver frames. It works very well sometimes. Smoothing groups helps a lot, hard edges helps with edge flow. Slice if the mesh has symmetry. Weld verts at 0.0 before you start. Use ProOtimiZer and or quadrify then the retopo tool. For Zbrush first polygroup by angle, then crease polygroups before using ZRemesher.
I was meaning to test out 3ds Max but ran out of time. Autodesk used the same retopology solver in both Maya and 3ds Max. I also noticed smoothing groups/soften and harden edges had a big impact on the retopology. I'll be sure to test it out!
I think Maya's usage might still be very limited on models that require good topology - especially those that need to be rigged or in a production environment to be accessed by teams, etc. Honestly, such 'auto-retopology' is probably where some form of AI might be needed. Else is back to the human brain...
If you turn ON symmetry in Zbrush and then press Zremesher, it gives you a symmetrical mesh. It's pretty great.
And if you want something even better, you can polygroup those flat surfaces and Zremesh with polygroups and it will make great loops and edges
I understand why everyone is crying for a meaningful AI retopo tool. These retopo tools solve the problem of generating quad topo, but they are far from an optimal geometry. Especially if we are talking about real-time geo. More and more I see retopo where they clearly used ZRemesh or Intsant Mesh and there are a lot of unnecessary vertices on the models. And then they wonder why the highend machines only run at 30 fps...
Not to mention that a much higher poly count also means more tedious UV-ing.
Zbrush is pretty good but has issues with circle sections. If you take a sphere and retopo it, its worst than the original. And some retopos create an infinite edgeloop when making things like gloves or socks. The edge loop spirals around the part.
nice video, if you want symetry in maya with retopo, simply hard edge the center line.
Thanks for the tip!
I spent a lot of time playing with the auto retopo in 3ds Max with pistols. It works better if you have symmetry, to slice the mesh first. With Zbrush you want to set polygroups by angle , then you can crease the polygroups , that helps keep the edges. The same with Max set your hard edges and smoothing groups before you retopo. I suspect in Maya you need to set hard and soft edges, yet to try though. It helps a lot with edge flow
The biggest reason we pursue a uniform mesh is quad-overdraw. Since meshlet, the burden of quad-overdraw has been eliminated, so is there a need to do something like that?
Very helpful thanks!!
have you tried Exoside Quad Remesher ? Because it does eeexxxccelent work !!! And it can handle x, y or z symmetry.
it has been developped by the guy who made Zremesher, but it seems even better.
Thanks for the suggestion, I'll give that a try!
Thanks a lot for this. Your videos are the best 🙂.
9:13 That is why in cases like this, I always cut my model in half for retopo then mirror.
Blender has a great solution, Exoside Quadremesher, very great!
I think about this topic every time a photogrammetry project gets linked on Hacker News and the comment section seems to think that 3d modeling is now an automate-able process. :)
Which is not to say that the AI won't eventually get there.
Agreed, that's why I always revisit auto-retopo every year or so or when there are big updates. Seems we are still pretty far out from a one-click solution.
Informative video, thanks Master!
Happy to share!
Great tutorial!
How does this compare to Quadremesher?
Great contect as always, keep it up sir!
Thanks, will do!
I dont know if you know by now but i have seen in your videos that you always put 90 or 180 degree’s whenever you want a rotation perfect
While you are rotating just press J and rotate and its going to spin 15 degress so its a bit faster than putting the numbers in the channell box
Hope it helps btw you are and excellent teacher keep it up with your excellent content
Never knew you could toggle snapping by hold 'J', thanks for the tip!
Trust the hand retopo progress ahhah XD or box model :P
Super cool mate!
Thank you! Cheers!
ZRemesher is somewhat better than 3DCoat's Auto-Retopo toolset, but they are both very good and overall, you would have a hard time finding a better Retopo/Auto-Retopo toolset than 3DCoat. It works so smoothly with even uber-dense Sculpt meshes.
Honestly It depends on the type of your models in most cases it works but sometimes you need to do some work manually but It does save you a lot of time sometimes.
That definitely seems to be the case, it really "just depends" on the type of model.
I here many swear by Moments of inspiration (Moi3D) having an insanely good retopology system.
I convert a lot of models from CAD to polys for rendering, and MOI is my go-to for that task. It's an order of magnitude better than the native converter in Maya. That works for me, though, because I'm mostly doing still images and not animation, and that allows me not worry much about poly counts unless they get truly ridiculous, so I can just thow several hundred thousand polys at an object until it looks good.
It also relies on the CAD file to be well-made -- that is, once you convert to polys, you aren't going to get a smooth-able model unless you do loads of manual cleanup, so I rely on Arnold's rendertime aiRoundCorners function to get some edge rounding. Again, this works wonderfully for my specific use-case (photorealistic stills) but I'm not sure how much time it would save in other workflows.
I've been meaning to give Moi3D a try, thanks for the suggestion!
@@OnMars3D Oh hey man!
Love the content.
No worries.
thaks a lot boss
No problem!
Hey bro. Good video. I have a suggestion. Please try to be short and crisp and try not to digress too much
Auto Remesher it's the best free and open solution out there, the interface sucks and you have to play with the slider before importing but produces good results. To save use the right most icon
Great video! Just letting you know though, blender does have retopology. You have to go to the sculpting tab, and it's under the remesh option in the top right. However, it's more geared towards sculpting, so I find that it's not as smart as the one in Maya or Zbrush.
Thanks, I checked out the Remesh in the sculpting tab but it is that same Remesh that is used in the modifier list. As you said, it behaves more like ZBrush Dynamesh and is suited more towards sculpting.
do they bake a normal map?
We need an AI retopo that makes game ready asset... not a quad auto topo that nice for high poly modeling like ZBrush....
If we want proper clean geo boolean than better to use some CAD procedural tool.
+ we need UV tool with AI
always great videos 👍 are you aware of Mike Hermes 3D from the UK? Holy cow, you guys sound like twins!
Thank you, I'm a fan of his videos!
ojo
Bro. Please avoid too much lecture. Just focus on important points with minimum explanation.
No :) This was an experimentation type video but I do have much more short form content on my channel covering 3D modeling now
Shortly: never
honestly, that blender remesher SUCKS!!!