There’s a free Windows program called instant meshes that’ll do it. Source: 10 months ago
It sounds like you want better automatic retopology methods. There's Instant Meshes, which is decent, and Retopoflow, which is very good, but not automatic and not free. There's nothing that's fully automatic that's completely satisfactory, though. Source: 10 months ago
Maybe checkout Instant Meshes for retopo? Source: 11 months ago
There are other useful things available on Linux too— I use Substance 3D Painter from Steam for texturing, Krita for concept art and retouching, and this neat little tool for retopology. Again, nothing you can't get on Windows too, but it's so you know what you count with. You get a stable and reliable OS, full desktop customization to make it fit your own workflow, and a cool community in exchange. Whether that... Source: 12 months ago
Exactly. Run it through https://github.com/wjakob/instant-meshes then extract a normal map. Source: about 1 year ago
To be quite frank, you haven't really given quite enough context at all, but going out on a limb here the most common culprit of 3d files being too big is that they have an unreasonable amount of polygons. You can fix this by using the remesh tool/modifier (which will likely require some smoothing in the sculpt tab afterward) or using the decimate modifier. Additionally if you're willing to use a secondary... Source: about 1 year ago
I’d switch to zbrush for this and project this mesh onto an already topology-correct one. If you don’t want/can’t use zbrush, and you’re out of options you might as well just give instant-meshes a try as it’s a free tool. I had somewhat successful results https://github.com/wjakob/instant-meshes. Source: about 1 year ago
Instant meshes (https://github.com/wjakob/instant-meshes) is a free software that is very good at remeshing while preserving details. Source: about 1 year ago
You can use Instant Meshes for this: https://github.com/wjakob/instant-meshes. Source: about 1 year ago
A good retopo is sensitive to the details, so you keep as many of them as you like. There are automatic methods for retopology, but nothing beats a manual retopo. Among the automatic tools, Instant Meshes is pretty good. You do have to do some work with guiding the mesh before it's made. Source: about 1 year ago
Granted, I still used blender though for fine-tuning and texturing, and Instant Meshes for retopology (as clayxel's output tend to be high poly count and we were targeting the Quest). Source: about 1 year ago
The final mesh may not be ideal, but you can use instant meshes (https://github.com/wjakob/instant-meshes) to retopologize and blender or zbrush to clean up. Source: over 1 year ago
I quite like Instant Meshes for generating consistent low poly models. Then you can use cycles in Blender to bake the texture and normal maps onto the low poly. Source: over 1 year ago
I just found a tool called instant mesh which does very quick and easy retopology. https://github.com/wjakob/instant-meshes. Source: over 1 year ago
You could take a look at Instant Meshes retopo on github. Open source, used in Modo apparently, and I like it in my Blender-based workflow, though it is standalone. Although, Blenders remeshing is okay too. Source: over 1 year ago
It's pretty basic as of now as it's a cubic volumetric mesh, but I would imagine someone out there is smart enough to adapt something like Instant Remesh to get a lower poly mesh that potentially looks better. Source: almost 2 years ago
Instant Meshes - Stand alone application, you can adjust how the mesh will look. Windows, Mac and Linux versions available. Source: almost 2 years ago
However there are some tools that make an attempt to automate this, and can in some case have pretty good results. For example you could try this one (which I've used with pretty good success on some photogrammetry/laser scanner created meshes): https://github.com/wjakob/instant-meshes. Source: almost 2 years ago
I've used an open source tool called Instant Meshes to retopologize STLs into a file with a manageable number of quads while still maintaining fidelity to the original. It's been a big help when taking stuff from Blender into Fusion 360. You can download it from https://github.com/wjakob/instant-meshes. Source: about 2 years ago
Another possibility is to use Blender to clean up the mesh, make sure it is manifold, and then use the excellent Instant Meshes program to automatically retopologize into quads. Then you could combine patch sections into b-rep surfaces back in Blender or other programs, maybe FreeCAD could be useful. Source: about 2 years ago
But if this is for animation or anything that requires deformations, you will need to do proper retopology in something made for it. So it's 3DCoat or Houdini for me, other people will use Maya or Modo or whatever, or there's a standalone Instant Meshes you might want to have a look at. There's a version included in 3DCoat and Modo too. Source: about 2 years ago
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