View Full Version : Any Retopology/Remesh/vertex deformation tool or technique?

11-12-2015, 09:12 AM
Hi guys, tired of having to do with the huge amount of chaotic poly that marvelous designer generates, and the limited possibility of editing the geometry and the UVs, I'm looking for an elegant and clean solution for remeshing (is the right word?) a relatively low poly quad mesh in the one generated from marvelous designer.

To be more specific, I'm looking for a technique like this:


Sorry is in italian, but basically, what he is doing is:

1- create a simple morph target from the hi-poly flat mesh to the hi-poly folded mesh: both are two different obj of the same object exported from marvelous designer, just one before and one after the deformation (so same is object with same polycount etc)

2- (from min 10:30 of the video) he create a new quad flat mesh over the flat high poly mesh, and using this tool called Skin Wrap create a new morph target with this new quad mesh to the original high poly folded mesh

3- he obtain a new clean quad mesh with the same shape of the high poly shape

It's totally different from lw heatshrink and similar, maybe this can be done in layout?

11-12-2015, 09:50 AM
go to the construct tab in lightwave modeler, use reduce polys + and use merge trigons or merge triangles if you got that in your object mesh, this will clean up your geometry if you got to many polys, and triangles...if you need to retopo to get a better polyflow..
there is a thread somewhere here recently about some free retop tool, can´t find it now..but they might be helpful.

11-12-2015, 10:07 AM
found the thread..Ivé tested just shortly the first one, it is a bit promising, but I need to evaulate it more..tested on uggly geo topology from metaballs and getting better polyflow with it.


11-12-2015, 10:22 AM
I tried reducepoly+ many times but doesn't make a clean geometry, also merge triangles doesn't preserve UVs, which is useless. I use the mergetrigonX plugin usually, it works good, but the problem of how to obtain a clean geometry for this kind of objects still persist.
The 3dsmax workflow is really fast end clean damn.

Anyway I'll give a read to the other thread you linked, thanks prometheus.

11-12-2015, 08:26 PM
EasySpline http://www.easyspline.com
has tool Trace Spline,
if you select two or more points on geometry,
there will be made curve between them using points that are between them.
In few clicks you have complete spline cage.
Then you just can generate frozen mesh using Freeze Splines interactive tool, with desired resolution.

Thomas Leitner
11-13-2015, 01:41 AM
load your marvelous designer object in layout. Morph it to it deformed state. Then apply Cloth FX. Go to the file tab (in the cloth fx panel) and use "Scan Motion". Save the mdd file. Load your clean quad mesh. Parent it to the marvelous designer object and apply FX_MetaLink to it (Deform tab in the Object Properties). And done.


p.s.: use "Save Endomorph" to create a Morph target for your clean quad mesh.

11-15-2015, 03:16 AM
Seems a lot of work to do, I'm looking for an auto or a semi auto solution. Thanks anyway Sensei.

11-15-2015, 03:21 AM
Thomas this is exactly what I was looking for, it works perfect!

Object on the left is the original folded file from MD, on the right the clean lw subpatch. To obtain a more precise object just change the subd level from layout or the original flat object.

11-15-2015, 11:05 AM
I'd like to see that on a more structured example,like a frock on a mannequin.

11-15-2015, 12:02 PM
I'd like to see that on a more structured example,like a frock on a mannequin.

..... 'frock'....?

11-15-2015, 12:37 PM
..... 'frock'....?

11-15-2015, 12:46 PM
Ha ha

Unfortunately I'm old enough to know what one is, I was just surprised by the word

Love it !


11-15-2015, 02:01 PM
Vintage words are fun!