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The MIT License (MIT)
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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Compatibility
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2008, 8.x, 7.x, 6.x
Operating Systems
History
Created: | 06/15/2008 |
Last Modified: | 06/15/2008 |
File Size: | 2.76 KB |
Reviews Love it? Or maybe you want to share some creative ways you're putting this item to use.
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Eric Neill said over 13 years ago:
I'm surprised more people haven't reviewed this! A great tool for production retopology. I find most modelers who retopologize forget a very important problem. VOLUME! I've tried many techniques to get around this at work and in my own personal projects. I feel that with this script you won't have to smooth your model, then shrinkwrap then go back to level zero again, (it does work but it is very slow!) I tested out the script on a basic problem that faces just about every modeler out there. I did a simple test where I smoothed a cube once, twice, 3 times etc and shrink wrapped each around a very dense perfect sphere primative. I then calculated their surface areas before and after running this handy script. As you would expect, the denser the mesh that you shrink wrap, the more accurate the results. What I found interesting was the script makes the cube that was smoothed maybe 1-2 times more accurate in volume than a cube that was shrink wrapped after 5 smooths without the script. I also did another test which would be more applicable for retopologizing scan data or a zbrush sculpt, in which some areas have much more density of polygons than others, such as eyes/ears etc. Again I ran a surface area check and it did its job just as with the sphere test. The only problem in this test was that the areas with higher density such as a valley of 3 edgeloops to define a crease, the script caused these areas to overlap, but when smoothed it would correct this. In production work we obviously would need to correct the overlapping for a proper uv distribution as well as for animation. HOWEVER I do feel that running the script and fixing these problems could still save a lot of time where you would otherwise be painstakingly sculpting and tweaking the smooth proxy to line up just right.
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