At the start you mentioned, its not for beginners and all but, would be lovely to at least know the names of addons you were using. Great tutorial, by the way :)
@@jacrossiter2097 The edge loops going spiral instead of a close loop. To replicate it, Use Suzanne, add a few subdiv then Quad Remesh. The edge loops spirals all around instead of following an expected loop flow. (e.g closed horizontal or vertical) EDIT: Found a more obvious example. I expect a closed loop but it just goes spiral. UV Sphere Subdiv 4 Remesh 20k
Been using blender for 4 years and I didn't even know there were dedicated modifiers for smoothing a mesh right in front of me. Thanks a lot for sharing!
It's so nice! It can really get laggy though if your project gets huge. Maybe later I'll do a specific video and tips for remeshing. Though the long and short of it is to apply the modifier and then decimate it down 👍
Hey Jac, the remesh + corrective smooth technique is from Tim Bergholz :D Thanks for sharing with us your technique and to protect our poor PCs from sudden explosion due to bad remesh!
Killer video, this is going to change the way I created High Poly assets. Really into spaceship design and teaching people that kind of stuff so when the money's right I'm going to fully implement this.
Ahaha, thanks. This was back before I improved my audio recording to remove the sound of my baby 👀 The keyboard an Owlab Spring and it's custom built by me using boba u4t switches and ceremaic keycaps. It's my signature sounds 😂 Best board ever.
could you show the geometry of the gun? maybe even show the workflow. im considering to use quad remesher but the topology seems iffy with bad pole placments at times
@@selektor_prj 1. Its slow and inconsistent/ 2. Its not free. This one much better option ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-BuuRadfnajU.html
can quadremasher always correct and clean the topology? do you have any tutorials suggestions for it ? i am really bad at topology and sub modeling, that's why i am trying to use plasticity, but cleaning the exported model still pain in the asss :(
Nothing in 3D is 100% reliable but I frequently use quad remember with my fusion360 exports. I bet it can handle plasticity just as well! I will have a think about a follow up video to showcase good basemesh topology for quad remeshing
@@jacrossiter2097Be interested seeing your technique for getting a CAD mesh into all quads using this. I tried it with mine from Plasticity and even though all the edges were marked as such, it just produced a mess and now my trial has ran out so can't do any more experimenting lol. Can't even use Substance Painter with my models because I get baking errors even with a fully UVd mesh