Always bringing the latest news, with you I have known so many tools, you are a great person, you don't know how much I appreciate what you are doing
Many Thanks, Mike. Been aware of this for a while but never got started with it. Your tut was just what I needed to get going. Amazing tool. Yes, I guess manual will always be needed for at least parts of our models but right now this is getting me way better results than anything I'm capable of using 'work' :-) Thanks again.
This is really incredible stuff. Being able to influence the topology with simply drawing lines is crazy. They must have put an insane amount of work into this! Appreciate the heads up!!!
ZBrush and 3D Coat have had this for years. Maybe they got it from Instant Meshes, I dunno.
This works very good. I saw it first on Grant Abbitt's Channel with his Sculpting Course. Best feature for me is that it is fully multi-platform - Works on Linux, my favourite OS.
This was extremely helpful !
Love this channel
9:30 It just straight up makes a new quad mesh that flows with that random stroke. That is some mathematical sorcery.
This is truly a game changer. Thanks for the video!
Wow. Can't believe I've only found out about this. Amazing!
Awesome as always!!
Quad remesher out now, its great!
The best out there a Nobel Price award!
Lovely tool, thx mate
If you have an error while exporting you can fix it by naming your export: examplemesh.obj . The error occured always when I forgot to add the ".obj" on the name. Hope that helps.
wonderfull tool thanks for taking the time to make this. blenders remesh tool are not buggy for me and super slow this is fast and really good.
I agree with you. This is so much better than Decimate Modifier.
Max does a nice job
Wenzel Jakob's handy work - he's a computer graphics god.
Great plugin
awesome thank you
Hi man, thank you for the tut! I have a problem, meaning that I imported a model from Meshroom into IM, but after I process the mesh and export it with fewer poligons, it looses its UV mapping, so the previous texture is not usable anymore, am i missing something? Thanks!!
It’s a really cool retopology tool i will probably use it for m’y meshes
Thanks
Holy Shit....that's just incredible.
how do I use the singularity scaring brush (ghost icon) in instant meshes it seems like this option is always grayed out
pure gold
Where did you get all these nifty tools? This is all hidden gems!
love ya!
you save mw with this !!! really amazing!! O_O
3:18
i see what you did there:
"you see this mesh, it's MESHY"
Hello and thanks for the tutorial , Im wondering if you have any pipeline for adding back the textures to the 3D scan, when i try to upload to sketchfab the .mtl file does not read the instructions on how to apply back the textures.
Decimate in Blender is great, but clearly this is better...
its amazing tool for hardsurface models but organic models. Since u needed to mark seam here and there in order to get ur UV map ok'ish >:D
But for some reason when putting it into blender, when I try to bake a normal with the higher poly one over this one it makes the normal map have a bunch of squares on it just like this lower poly one it made?
I thought normals were meant to put the HD details and smoothness over the low poly squares but it doesn't when I tried to use this, it bakes the squares into the normals.
Weird... if I run this on any 3D model I have that's not built in, the defaults generate absolutely horrendous results. What do you need to do to make a mesh that works well with instant meshes?
when i upload a character i got an error: invalid vector subscript
thanks you
Thank you!!!!! Wow I'm late...
thanks alot
Wow. That's very interesting.
Do you think it would be possible to tweak the retopo enough with those tools to even get a usable mesh for animation? By animation I mean deformations like facial expressions and stuff. (not only for games but for animated movies and co.)
I feel like it'll be a hassle to get the topology for facial animation but it should be possible.
The problem here is the topology flow cannot be controlled and when you are handling characters to be animated for instance you have to retopo by hand
Thnx you saved maa laaf
Nice tool :D i uslually Use 3ds max for my model(Kind of low poly in quad`s) and then use mudbox for sculpting and then projecting hig rez on to low rez, but i can see alott of uses with this tool especially as a free tool, Nice extra tool for GameMaking toolbag :D
Is there a way to decrease the polygon size at the end?
exist the addon for Instant Meshes for Blender for two reasons 1: u can put manually number of vertex with key (in instant meshes not is a pulse) 2: update automatic inside blender if u change the numers of vertex. u can open from blender the standalone instan meshs also: link of addon: www.blendernation.com/2018/06/14/instant-meshes-remeshing-add-on/
love you
Wow! I have a program called PD Howler 10 (not the latest version, which is PD Howler 11). It has a feature that generates very high polygon count terrain objects that can then be exported. Trouble is, when I try to import that mesh into DAZ Studio 4.10, that program freezes due to the high polygon count. I noted when I checked the mesh of the terrain objects, that they are generated using all triangles in a very dense configuration.
My PC is a 64 bit with a single core processor and just 4 GB RAM. The Graphics card is a hardwired one that cannot be replaced with an upgraded one. So this Instant Meshes Utility Software will likely be able to alleviate that problem.
Thanks for letting us know about this!
and there is your prob anyhtign daz makes is bad software he never updates other toolsuites
@@chronosschiron I use DAZ Studio for most of my 3D art, but I do have and use many other resources, and sometimes I use them together for one project. PD Howler has only recently (within the last 2 or 3 years) gotten into the 3D world. It started out as a strictly 2D application. So the 3D things it does will be limited at best.
@@l.clevelandmajor9931 i lookeda t it its such a mess to learn ....and there are far more easy softwares in fact i shocked an old bryce 7.1 dev that i found a way to wrap a texture around a sphere to make a planet , add a bit a noise where it joins and wella about all i use daz stuff for is import drop texture to see what a model can look like quick ( for free ones) .....ive gone to blender cause its free...and has a ton of videos and support...i do have daz studio but its very expensive if you have to do commercial stuff with any thing unless your makng models
i use the other tool this guy mentions to take STL files to obj files then i put them together and group or rig for animating
Would this work for complex hard surface models?
hi, looks awesome, i dent know how to install, i clicked code and download zip, im on win rar, and i dont know what to click next to install, any help would be nice
When i used this, no matter what i did, it exported to a bunch of vertices and no planes lol
it was dense enough to be able to see the shapes, took a while to realize what happened
I downloaded this software but everytime I import a mesh, even at 0,0,0, I cant find it in the Instant Mesh Viewer. Anyone know how to fix this? Or is there a zoom view to object hotkey?
second time I used it it freezes during file opening, wont work again since
Is there something like this but for uv mapping?
I'm under linux and when I open it gives me an error :(
Thought you reviewed this one already, I have this already installed from another video if not from you for game 3d modeling.
Yeah I did, very early in the channel as part of the GD Toolbox series.
@@gamefromscratch Yes, I figured it was about a month or so ago. Because I recently installed this tool and tested it after that video. Thanks for the clarification.
dose it work on point clouds?
(from a 3d scanner for example)
Fatest Rat it should work once you turn them into polys. just turn your point cloud into a mesh first using photogrammetry tools or something else(maybe even Blender can do this, I’ve never tried though).
saving error ...how to get rid of it?
Whenever I use this for hard surface models I end up with a bunch of holes in my mesh :(
lol i cant rotate obj i can only pan during when using orient brush
Guys! That's super cool, but when I export the mesh, it loose all the UV maps, so it's useless for me... any suggestions?
I think you can bake the diffuse from the high-poly version to the new low poly version in blender
Does this work with hands well?
hello there where is 32 bit version of instant mesh
i can only open the demo meshes ?
My mesh has crazy amount of holes. Any fix for that?
Probably have to either adjust your config of the plugin, or manually fill the holes by selecting the surrounding vertices (no more than 4 at a time) and hitting F to fill. Then when you're done filling, hit W (still in edit mode) and *remove doubles.* This will automatically merge any vertices that weren't connected to create continuous edge loops.
This video could have been sooo much better if instead of stroking instant mesh for the last 3 minutes, showing how powerful the software actually is after baking normals from the HP.
Can the software bake? The video is about the software not about baking in Substance or w.e.
@@DarkerCry No, it cant bake but its used to create a low poly mesh to bake to. I guess i'm just pointing out that those last 3 minutes could have been used better to show the benefits of baking to a mesh created with instant mesh.
@@pwalders That's true but he generally just shows what the software can do and doesn't expand too much into workflow all too often. He's not really a strong 3D guy so I wouldn't expect him to go into 3 minute talk about baking with other software.
After hours of trying to put this staff on my computer, i began call this - instal messes.
Can someone help me ? My mesh isnt showing when i open it like wtf?
TFW you stumble across this after 40+ hours of hand-retopo'ing a multi-symetrical/nonsymmetrical-in-places, high-detail and low-detail mixed mesh, in 3D Coat with a bug that makes the model vanish randomly, every few minutes, and corrupts the autosaves...
My soul hurts.
But thank you...
this not working. error: caught a fatal error could not creat an opengl 3.3 context
So... What about the texture?
But does it keep your uvs in place? Like blenders decimate tool does
Generally you're not using retopo with a mesh that has uvs. If you do you can do a world uv transfer in software like Maya. I think Blender can do it as well. It's not sure fire but if the meshes are close enough to each other it'll get you part way there.
For linux to work must buld from source!
Is there an easy way to stop this from doing a retopology on spefic areas?
Nice tool.....decimate in blender always destroy topology....and work on linux...😉
someone tell me how to install this simply. this is confusing
It seems like it just need some kind of control over mesh density
Best use for wide range an of assets from rocks to trees to mountain but for character nope. I'm still can't get a hold of crying for that adobe buying allegorithmic.
I think you misunderstand one thing about game development... you mention that the original triangulated mesh is a mess, well, DirectX and Opengl only reads triangulated meshes, if they aren't already triangulated they will usually be imported that way :/ but it seems that you refer to export it as a pylogonal mesh to edit it further in some other 3d modeling tool :) i thought for a moment you meant to export it directly into a 3d engine, which is not possible.
I am talking from a creation perspective. The engine or export process will ultimately handle the tessellation. Nicest thing about quads... Easy to turn into triangles. The inverse isn't so true.
Actually what he said is correct, quads deform nicely with bones, triangles not so nicely, singularities very horribly. That's the main reason 3d editing software (well that and other things like loop cuts) use quads even though triangles are easily available to those too.
So yes, triangles look perfectly fine on a static mesh, and the quads will render as 2 triangles. But as soon as your looking at skinned meshes you want to have nice quad topology, and push any singularities that occur (often does while modelling faces for instance) out to a point which won't deform from any of the bone movements.
Partially related video about it, more about Zbrush than the issue but I couldn't be bothered to look further: czcams.com/video/_ips3GhWI0s/video.html
@@Sylfa quads are just illusions internally it's still triangles quads just hide to triangulated detail just saying
@@techgo4431 Let me just quote a genius:
"and the quads will render as 2 triangles"
Of course they will render as triangles, being the 3d simplex shape it's the easiest form to render. But that doesn't change the fact that arbitrary triangles deform anywhere from poorly to horribly. Ordering them properly in quads makes for smooth deformation.
Feel free to ignore this and make your meshes triangles, I don't mind if you have to fiddle around for hours to get an elbow to bend right, just don't try to convince anyone else you don't need quads for animation and rigging.
PS the quote was from my post you replied to...
@@Sylfa oh I just thought you didn't know quads are still internally triangles a misunderstanding on my part
Its a Great tool however, if you have a non solid mesh or a mesh with multiple pieces, it doesnt do a very good job at all.
Its best used on a Solid object and I guess best on something organic.
Retopo algorithms by nature do not address combining of separate mesh bodies. Use MeshMixer's Make Solid command to make a single connected mesh first, and then retopologize.
yeah, now good luck trying to animate this model
I just dont get it, dont people know about Polygon Cruncher..? Its been of for decades and does a great job of converting highres meshes to low poly. now its not to say i dont like this new application, heck i love it, the ability to retarget a polyflow is brilliant. but it seems people dont know about many tools that have been around for decades.
It's a shame that doesn't do symetrically
how is this better than zbrush zremesh?
blender 2.8 have REMESH now
You only show how to mess things up. In this time you could have easily shown how to actually use the software... I can click around myself... Why not showing how to get rid of singularitys for examples or what the magnet tools do. ...
I think Blender has this two different add-ons based on this but not free,
czcams.com/video/ReL7kP5ApL4/video.html
czcams.com/video/CJDX-PwyCFM/video.html
All three are good for quad detail but decimates modifier is still much better at preserving details for needing extremely low poly count.
better yet - Zbrisj trial - dynotopo - export -- I always work with Blender - mudbox - zbrush back to blender to unity.. trials are great- buy your own domain, make throw away emails infinite trials
Thank you for your efforts on the tutorial.
I tried to used it so many times and it disappointed me every time.
This software is just a crap piece of nonsense code.
I am telling this because it took me a lot of times until now and I want to inform others, No Offense!
This seems a little worse than Maya’s polyRemesh or zbrush’s Zremesh...
kinda right, it just creates those weird qaud poligons that connects non-looped quads
Darn. I had hoped this went the other way around, with instant low to high polys, with support edges and all that. Oh well.
could've made the video ten seconds long if you don't want to go into anything but just hear yourself talk
"under the sun"
Around the sun.
Don't waste your time, stay away from this addon if you are using Linux - it just won't installed!
Links
github.com/wjakob/instant-meshes
igl.ethz.ch/projects/instant-meshes/
www.gamefromscratch.com/post/2018/10/18/Creating-3D-Models-From-Photos-Using-Meshroom.aspx
Is "gamefromscratch.com/../Creating-3D-Models-From-Photos-Using-Meshroom" link is right for this video?
Can it be used to simplify multiple objects in one mesh, as in can I simplify the hair of my character without effecting the clothing & so on
is there a way to not just draw a line, instead a circle for the retopo to follow (like that of zremesher)?
I don't think instant meshes is a retopology tool, rather a quadrangulation tool
Cool 7:10 the feature I was looking for
If not for this software I would'v made my own retopology add-on that makes topology by drawing into the surface of the mesh