Optimizing a Zspheres mesh in quads?
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Optimizing a Zspheres mesh in quads?
Optimizing a Zspheres mesh in quads?
Hi,
Zbrush has very powerful Zspheres to model. Is it possible to optimize an adaptive zspheres mesh into a quad low res model. And in a way that the vertex points are at the spots where the muscles and joints need to flex?
Hi,
Zbrush has very powerful Zspheres to model. Is it possible to optimize an adaptive zspheres mesh into a quad low res model. And in a way that the vertex points are at the spots where the muscles and joints need to flex?
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Re: Optimizing a Zspheres mesh in quads?
Hello,
This not possible to perform a quad optimization.
Polygon Cruncher works only with triangle polygon. I hope you will be able to find a workaround to your needs.
Thanks,
Mootools
This not possible to perform a quad optimization.
Polygon Cruncher works only with triangle polygon. I hope you will be able to find a workaround to your needs.
Thanks,
Mootools
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Re: Optimizing a Zspheres mesh in quads?
You can convert triangles in quads. But does polygon cruncher performs well on polygon reduction keeping enough vertices on the joint regions?
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Re: Optimizing a Zspheres mesh in quads?
Hello,
I am not sure that trying to rebuild a quad surfaces from an optimization result will give good result.
But may be I don't understand what you are trying to do.
Could you explain what you are calling joint?
Thanks,
Manuel
I am not sure that trying to rebuild a quad surfaces from an optimization result will give good result.
But may be I don't understand what you are trying to do.
Could you explain what you are calling joint?
Thanks,
Manuel
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Re: Optimizing a Zspheres mesh in quads?
What I mean is the following. A rigger wants a lot of vector points where he needs them. And tries to avoid vertices on other areas. For instance: Near the elbow you need a lot of vertices to bend the arm. Elsewhere you try to keep the amount of vertices to a minimum. Another example: Near the lips and the eyelids the lips need to flex and the eyes need to close, you need a lot of vertices to perform these animations. Near the knee you need a lot of vertices because it has to bend. etc....
Why quad polygons. In subd modelling the software smooths out quad polygons beter then triangles. (They subdivide better.)
Why quad polygons. In subd modelling the software smooths out quad polygons beter then triangles. (They subdivide better.)
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Re: Optimizing a Zspheres mesh in quads?
Thanks for your explanation.
I understand better. May be introducing something like an "optimization gradient" that allows defined where optimization should be the most important, could be interesting.
Another idea for the coming years!
Thanks,
Manuel
I understand better. May be introducing something like an "optimization gradient" that allows defined where optimization should be the most important, could be interesting.
Another idea for the coming years!
Thanks,
Manuel
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Re: Optimizing a Zspheres mesh in quads?
In Lightwave they use a Weight Map for that. It would be nice to weight map paint the areas which require a lot of detail direct on the model.
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