[Teacher Mu Feng] 3DMAX, a god-level one-key four-sided surface retopology plug-in Quad Remesher tutorial

Quad Remesher is a god-level one-click quad retopology plug-in. No need for too much introduction, just look at the left and right image comparison below.

 

【Applicable version】

3dmax2016-2022 (not limited to this range, other self-test)

【installation method】

Directly drag the Quad Remesher plug-in script file package (the decompressed .mzp file) to the max window to complete the installation!

 

【Open method】

After the installation is complete, click on the max main menu -> Customize -> Customize User Interface -> Toolbar -> Category, find "Exoside" in the category list, select "Open QuadRemesher window..." below to specify a Shortcut key, open the tool through the shortcut key in the future. Or drag it to the toolbar and click the toolbar icon to open QuadRemesher!"

[Quick start!

1. Select a model that requires retopology.

 

2. Open the Quad Remesher plug-in and set the parameters. (The two main parameters are in the red box in the figure)

 

3. Click the "Start Generation" button to display the generation progress until it is completed.

 

 

 (Detail image)

Appendix 1: Parameter Description

Target number of quads: The desired number of quads after setting the topology.

Adaptive Size: Smaller values ​​generate more quads to fit areas of high curvature.

 Adaptive quad count: enabled, creates more polygons than required to accommodate areas of high curvature; off (default), more precisely accounts for target quad count. It is recommended to set this to 'off' to better follow the target quad count.

Assign quad density using vertex color: Use the 'vertex color map' to control the local quad size density.\n (default=off)"

PaintedDensitySliderToolTip="Defines the color to paint to locally control desired quad density variation. From -4 => 'density divided by 4' = large quads = cyan\n . to +4 => 'density multiplied by 4' = small Quadrilateral = red.

P: This button allows adding a vertex paint modifier and setting its options as desired.

Use smoothing group: If enabled, QuadRemesher will use the existing 'smooth group' boundaries to guide the topology.\nKeep the 'smooth group' after topology.

Use normal creases: If enabled, QuadRemesher will use existing 'normals' to guide topology, where normals define hard edges.

Use Material IDs: If enabled, QuadRemesher will use existing 'Material Ids' to guide topology on material boundaries.\nAnd keep 'Material Ids' after retopology.

Detect hard edges by angle: If enabled, QuadRemesher will automatically detect/calculate hard edges based on geometry (using a combination of edge angles and other geometric factors).\nFor smooth organic shapes, it is recommended to deselect it.

Symmetry X, Y, Z: These options allow to perform a symmetry topology. All 3 symmetry axes can be combined.\nNote: Axes are local axes! It is recommended to set the gizmo to 'local' mode for a better view of the local axes .

Create Multidimensional Material: Create and assign multidimensional materials to the set material IDs.

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Origin blog.csdn.net/mufenglaoshi/article/details/128058813