Hi; Today i found an example for the remesh tool used in Z-brush. I was amazed about the quality of the resulting mesh which was shown in 2 screen shots in this forum thread:
http://community.secondlife.com/t5/Mesh/Marvelous-Designer-2-Help/m-p/2112393#M22711 So i looked at the Blender remesh modifier to see how that compares.And then i started to develop some ideas. Now i wonder if my thoughtsare useful proposals for improvement and how hard it is toimplement: - Keep holes in mesh open after remesh to better match the original. Apparently this is important for remeshing clothes. - Preserve boundary edge shapes So that holes in a mesh keep very similar shaped as the original mesh.Apparently this is also important for remeshing clothes. - Preserve boundary locations like above, but also keep the vertices and vertex locations on boundary edges untouched. Thus only reshape the inner vertices. This could be useful when boundaries must match to adjacent objects. - Allow the reshape modifier to be used before an Armature modifier on the modifier stack. Right now armature modifiers do no longer work when preceded by a Remesh Modifier. Adding the Remesh Modifier below the Armature Modifier results in the remesh changingdepending on the pose. - Allow 'curvature dependent' remesh, such that where the originalmesh has high curvature (like hands of a character) the remesh wouldcreate smaller (and more) faces. - Possibly add a vertex group option to manually define changesin the density of the remeshed mesh. -gaia- _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
