Learn How to Re-Mesh in Blender - Avoid Freezing

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Komentáře • 62

  • @blastersekla
    @blastersekla Před rokem +22

    pro tips : select all : edit : Merge by distance : Trist to quad : merge by distance

    • @jme2006
      @jme2006 Před měsícem

      What does this do? When/how/where do you do it?

    • @blastersekla
      @blastersekla Před měsícem

      @@jme2006 it reduces a lot the number of polygon on imported models with fucked up meshes, it will turn some ngon to some quad which make adjusting them or using modifiers easier.

    • @jme2006
      @jme2006 Před měsícem

      @@blastersekla Interesting. How does this modifier sequence compare to the hack that was demonstrated in the video? Does it scale as well?

    • @zmey-
      @zmey- Před 16 dny

      Why to "merge by distance" after tris to quads again?

  • @19CarlosGomez64
    @19CarlosGomez64 Před rokem +4

    I find the Remesh modifier to be a useful tool as a first step. After applying it, it's much easier to dissolve loops and rings which can reduce the poly count so that the balance between vertex count and mesh cleanliness is right. Thanks for sharing this solution Architecture topics!

  • @shadow_dancer
    @shadow_dancer Před rokem

    Great advice ! Thank you very much ! Very helpfull trick !

  • @TheSiRiUs9
    @TheSiRiUs9 Před rokem

    so that's why mine was laggy and freezing i thought that it's my PC processing limit, it little better now not totally gone but worth it thank you as always 💙💙💙💙

  • @reduxgc
    @reduxgc Před rokem

    Love this channel😍

  • @SkyfishArt
    @SkyfishArt Před rokem +2

    Thanks for the workaround on using the modifier on a cube firt. I keep crashing in my default settings also.

  • @csmemarketing
    @csmemarketing Před rokem +6

    Yes, I use Sweet Home 3D for Arch Viz, and import the meshes as .obj into blender for rendering. They are always triangulated. I tend to leave it as is, and change all materials to PBR, then add lighting, then make the final render.
    You last tip was genius. Not sure if I'd use it, but it's a good tip. You never know when you might need that skill.

  • @brunojoelsilva
    @brunojoelsilva Před rokem +1

    Excelente vídeo, principalmente a resolução de um problema de forma simples e engenhosa! Parabéns e obrigado! Abraço!

  • @sinterlesmee
    @sinterlesmee Před 6 měsíci

    Thank you

  • @alperg1142
    @alperg1142 Před rokem

    Thank you.

  • @hailthevictoriousdead4059

    Always learning something new from your channel, I do use a low end pc and often end up crashing when I add the subdivisions. Will try your method next time and see how it goes thanks

  • @abdoustube
    @abdoustube Před rokem

    arch viz scenes tend to be huge file size so if you use the remesh it gets worse, it's just as you said in the end, rather have bad topo than huge file size

  • @zahraranjbarian3946
    @zahraranjbarian3946 Před rokem

    Thank uuuu

  • @normanhuff3455
    @normanhuff3455 Před rokem

    My Savior !! Great tips !! Thanks Bro !!

  • @mjmuftah271
    @mjmuftah271 Před rokem +1

    Thanks for sharing this amazing content 👏
    It's small video but strong enough

  • @AndreeMarkefors
    @AndreeMarkefors Před rokem

    Sheer insanity, if you ask me. Embrace Ngons for this type of model and only add subdivision where you need displacement. There should be zero shading issues between these planar surfaces with correct shading.

  • @ilungawandelewe5782
    @ilungawandelewe5782 Před rokem

    Thanks for sharing

  • @matthewloynd9364
    @matthewloynd9364 Před rokem +1

    Could you combine this modifier with the decimate modifier and still get a clean model? Or does that not work the same?
    Either way, really great tip! I am still working on a better workflow between Revit and Blender that doesn't completely ruin the model.

    • @architecturetopics
      @architecturetopics  Před rokem +1

      I don't think that will work after the re-mesh, the decimate un-subdivide will give you a result like the voxel with smooth shape not sharp, the planer will clean the mesh entirely so you end up with not enough cuts to work things around. Try it maybe and see the result.
      There should be add-ons that lower the poly count So maybe we can find something free beside the Decimate to work it around.

  • @user-tp3eq8zf1z
    @user-tp3eq8zf1z Před 9 měsíci

    Best way is to use limited dissolve

  • @YuriAlogna
    @YuriAlogna Před rokem

    I think I Love You.
    Thanks mate, thanks.

  • @anwarpalliyalil2193
    @anwarpalliyalil2193 Před rokem

    sir, in this cases, i use decimate modifier and in that planer option is helping me to dissolve almost triangles of the mesh,pls try it and make a video, its more effective than alt + j

    • @architecturetopics
      @architecturetopics  Před rokem +1

      Yes you can decimate the shape after the Re-mesh process, However I think with the planer option you will end up with not enough cuts so a new problem is created. maybe this result depend on the mesh it self but not in general.

    • @anwarpalliyalil2193
      @anwarpalliyalil2193 Před rokem

      @@architecturetopics okay, thanks, i will check it

  • @visalkeo3909
    @visalkeo3909 Před rokem

    Sir! Can you upload Create building more? Because your VDO very clear than other channels.

  • @a84334656
    @a84334656 Před rokem

    Wow

  • @TheSiRiUs9
    @TheSiRiUs9 Před rokem +1

    in my case it was google sketch up and blender

  • @rajendrameena150
    @rajendrameena150 Před rokem +1

    Why someone would need so much poly count on planar surface.

    • @csmemarketing
      @csmemarketing Před rokem

      I'd imagine only for a roof surface if you need displacement for tiles. Even then, we won't really need all of that detail.

  • @rdtrmb.8782
    @rdtrmb.8782 Před rokem

    Pro tip: X, limited dissolve

  • @Mekekese
    @Mekekese Před rokem

    This is not the way to proceed for architecture, I highly recommend not doing as shown as is not accurate and will just increase dramatically the polycount.
    Best option would be checking the exports settings that it gives you quads and that it doesn't mess with smoothing groups.
    Otherwise go in edit and use tris to quads.
    Last option would be to go in edit mode and just press x -> limit dissolve

    • @abcreations3298
      @abcreations3298 Před 11 měsíci

      Sir i create Model in Revit, but its Highpoly How to reduce it Sir for Blender...

  • @MrQcSkateboarding
    @MrQcSkateboarding Před rokem

    Hey bro! you must get that all the time but could i get a shout out in one of your next video? i post good stuff!

  • @clanespprdespadaypared3817

    I Will never use this method ......

    • @architecturetopics
      @architecturetopics  Před rokem

      Understandable 💙

    • @Marco-dr5ho
      @Marco-dr5ho Před rokem

      why?

    • @TacticalSquirrel
      @TacticalSquirrel Před rokem +2

      @@Marco-dr5ho, poly count is way too high, which will result in longer render times. It's better to model with quads with polycount in mind, but if you have to remesh, do it manually, while it may take more time upfront, render times will be lower.

    • @Marco-dr5ho
      @Marco-dr5ho Před rokem +1

      @@TacticalSquirrel that's what I was thinking. Even though it's not free, I found out that the best way is to first import the model in Moi 3D software which is capable of exporting perfect model made of quads

    • @TacticalSquirrel
      @TacticalSquirrel Před rokem +2

      @@Marco-dr5ho, also look into Topogun, it's a lot like Maya's Quad Draw.

  • @D0NU75
    @D0NU75 Před 11 měsíci

    If you are going to apply a modifier that heavily impacts the rendering process of the viewport (freezing) you can also make it so the mesh you are going to apply the modifier to only renders as bounding box (Object Properties > Viewport Display > Display as) before applying the modifier.