Member orlando Posted August 25, 2014 Member Report Share Posted August 25, 2014 So, I tried to auto-retopo a cube that has been whirled "a bit". Here are the guides: But I only get this mess even after cranking the polys up to 10k, hard-surface enabled, and smooth result mesh disabled: What can I do to improve auto-retopo in this case? Quote Link to comment Share on other sites More sharing options...
Advanced Member Gary Dave Posted August 26, 2014 Advanced Member Report Share Posted August 26, 2014 I don't use the auto-retopo feature so I'm probably not the best to give good advice. But I do remember that you should keep your guidelines as simple as possible. That said, you're dealing with an incredibly irregular mesh so I'm not surprised it's not playing nicely. You might be better off just trying to de-res a duplicate of your voxel/surface mesh until you get something with an "acceptable" poly count, then export it out as an .obj and bring it back in as the retopo mesh. Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted August 29, 2014 Advanced Member Report Share Posted August 29, 2014 (edited) As said, it is a very irregular shape, and it has a lot of surface noise that will confuse the autopo algorithm. That said, in the tests I have done the 3D Coat autopo algorithm does not produce usable results easily, even with simpler shapes. The autopo feature in ZBrush is far superior, it recognizes creases and guesses the optimal edge flow ect with far better accuracy, even without creating guide lines at all. You might want to try an use that if you have access to it. Edited August 29, 2014 by wilson66 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 30, 2014 Reputable Contributor Report Share Posted August 30, 2014 As said, it is a very irregular shape, and it has a lot of surface noise that will confuse the autopo algorithm. That said, in the tests I have done the 3D Coat autopo algorithm does not produce usable results easily, even with simpler shapes. The autopo feature in ZBrush is far superior, it recognizes creases and guesses the optimal edge flow ect with far better accuracy, even without creating guide lines at all. You might want to try an use that if you have access to it. Pixologic put Dr. Peters (dev of Sculptris) on the project, and it took them roughly 2yrs to come out with the newly improved version of their version of Auto-Retopo. After they did that, Andrew did spend a few months trying to improve the algorithms and edge detection. It's not quite as good as what you find in ZBrush, now, but I find on many models, I'm amazed at just how well it actually does work.So, I totally disagree with your notion that it suffers on simple object. I have not found that to be my experience, and I've even shown how well it can work on both simple and more complex objects, in a handful of tutorials With that said, I still prefer to use the Manual retopo tools in many cases...especially Strokes tool, as it is something of an Auto-Retopo tool all on it's own. Nevertheless, there is a wide range of objects that I usually will try to employ Auto-Retopo on. On a character, you might use it on belts, belt buckles, buttons, bracelets, some shoes, shoe-strings....lots of secondary objects, that would cost a good deal of time manually retopologizing. So, just because it isn't ideal for every type of object, doesn't mean it's worthless and you should go try ZBrush, instead. Quote Link to comment Share on other sites More sharing options...
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