Advanced Member psyborgue Posted February 28, 2009 Advanced Member Report Share Posted February 28, 2009 With cloth, the simulation is great as is the result, but both manual retopo and auto quadrangulation have problems (one is time consuming, and the other isn't optimized at all). Would it be possible to have a "send to retopo" option for the result of the cloth simulation. That way the simulation result could be the retopo mesh. Perhaps UV coordinates from the original non-simulated mesh could be retained as well. A workflow would be like this: - import a plane or other cloth with UV coordinates. - Place in scene - perform simulation - export simulation result to retopo/file (original uv coordinates preserved) - subdivide - merge into voxels - sculpt details - go to retopo mode - merge - paint This would also make it easy to re-simulate the cloth in another application in animation, for example. Another nice feature might be to have an option for alpha baking on merging of patches in retopo mode. This would allow cloth with holes and fringes at the edges to be produced easily. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted February 28, 2009 Report Share Posted February 28, 2009 Ok, I will add this. Quote Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted February 28, 2009 Author Advanced Member Report Share Posted February 28, 2009 Ok, I will add this. Thanks! this is really a feature I could use. Quote Link to comment Share on other sites More sharing options...
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