Forum Topic: Quad mesh please! (ETA: Apr, 2011)

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#471. 02 Jul 2012 10:39

Everything can not be automated, fine art carpentery, leather works, beautiful glass and handmade shoes still exists and fetch high prices. It is not enough just to have quads, as opposed to tris. There a 1000 degree scale between the lowest and highest quality. Even if MD eventually should produce quads somehow don´t have any illusions of the quality of it. The talented content creator will always prevail, the quality of the mesh is what´s actually defining him as a craftsman.

 

To prove it just open a commercial model at random and study the mesh. Any mesh directly as-it-is from MD, quads or not, is instantly a giveaway.

 

 


#472. 02 Jul 2012 11:17

No question that you will still need skills and flexibility to generate fine output.

Angel approach has shown that quad mesh output doesn´t has to be a click of a button routine.

You define the base flow first and the machine is subdividing the mesh evenly.

Not full autimatically but felxible.



#473. 02 Jul 2012 13:41

"You define the base flow first .."

 

Exactly so. But in real life you need flow lines around every little detail in the clothing.´

 

Subdeviding is just a small part of it..

 

 


#474. 02 Jul 2012 15:08

It is not something some user who made speculation on, it is the guideline of the MD team who is on the table.

The Marvelous Designer team did say it would be included in MD2. They said that several times. They have never said otherwise. 

It was just a random comment that a user made.  Has nothing to do with what the Marvelous Designer team is doing.

So, it absolutely is "something some user who made speculation on,"


I have been also requesting for the quad mesh feature multiple times.

Why is that? Why multiple times?

You know they are working on it, so why keep asking? Is that going to help them go faster?


Tom


#475. 02 Jul 2012 15:26

Tom, I see there was an misunderstadanding.

I have interpreted the "random user comment" differently, like it is about the general integration and schedule of quad meshoutput. But you talked about the integration of this in Version 3.


I was asking because I / we have been given a release date.


On date X it will be released!

Now it is date X, when will it come?

On date Y it will be released!

Now it is date Y, when will it come?

On date Z it will be released!

Now it is date Z, when will it come?

...


sounds like a for-routine for me.


for (frustrated users <= 1000, frustrated users ++) {

$releasedate = $releasedate + 2 months;

}


I am not a programmer so please forgive mistakes in the grammar.



#476. 02 Jul 2012 15:28
To prove it just open a commercial model at random and study the mesh.

Part of that is just advertising.

Most of the time, when a model is advertised, it shows the mesh as rendered, then also as wireframe.

A nice looking wireframe makes the model look more desirable. 

Of course, if a model is to be animated, the topology is very important. But If the model is a static model, it´s much less important.

But the model with a beautiful mesh would probably sell better than one with an ugly mesh, even if they both render exactly the same.


If I modeled something in a NURBS modeler, then I wanted to sell it as a polygonal mesh, it´s not going to look that good, compared to a model that was modeled in a polygon modeler. 


Another example. If I sculpt a model using a sculpting program.  I could  just export it as is and render it.  It would look great.

But if I wanted to sell it, it would need to be retopologized, so that it had a nice mesh.


The point is, when you are creating your own art, it´s the finished result that matters. 


Tom




#477. 02 Jul 2012 15:42
I was asking because I / we have been given a release date.

There are some things they can control, others things they can´t


They can give an estimate of when they think something will be done, but they really don´t know when it will be done.  They just keep working until they have a product they are happy to release.

They were certainly over optimistic when they first stated the release date. They originally thought they were going to just use an existing quad mesh algorithm.  But, I guess they didn´t find one they liked. So they decided to do their own.

If they had been able to find one already made, they would have had it done long ago.


What version they release it under, is something they can control. That´s a completely different matter.


I don´t know about you, but my life doesn´t always go the way I said it would either. I can only make my best guess, and do the best I can.


Tom


#478. 02 Jul 2012 15:51

Tom, "The point is, when you are creating your own art, it´s the finished result that matters"

 

It is an interesting subject and I will open a separate thread about it. The forum could use a little more activity!

 

Just for now, when you say "But If the model is a static model, it´s much less important" I don´t think you are familiar with the large second hand market for Poser models or maybe it is just an oversight. For each popular item of cloth, there are hundreds if not thousands of of people who make additional textures for it. When you are making new material, it is much easier and you get a better result with a nice and orderly mesh.

 

So both the hobbyists and commercial content creators are interested in the same thing. So it is not only a case of "beautiful mesh", there is a real need.

 

And when I say open a commercial model I mean open the real mesh in a 3D modeler program of course, not a static picture of the mesh.

[Last Modified : 2012-07-03 오전 12:56:50 ]


#479. 02 Jul 2012 16:32
Just for now, when you say "But If the model is a static model, it´s much less important" I don´t think you are familiar with the large second hand market for Poser models or maybe it is just an oversight. For each popular item of cloth, there are hundreds if not thousands of of people who make additional textures for it. When you are making new material, it is much easier and you get a better result with a nice and orderly mesh.

But, the point is, Not everyone is a content creator. Not everyone uses the software to create content for someone else to create art with. Many people create models for their own use. Their own art.


Like the example above. NURBS modeling.  I use programs like Rhino3d and Solidworks.  Rhino has many very nice renderers available as plugins.  I can make a model that looks great and renders great. But  If I were to take that same model and export it as a mesh... Not so great.  It will never ever look as good as a mesh as one that was created with a polygon modeler.  But that only matters if I were trying to sell it.


The same with Marvelous Designer.  Many people aren´t creating for someone else to use. They don´t care if someone else can add on to their mesh. They just need a model that performs well for their own use. 


Tom




#480. 02 Jul 2012 17:10

"But, the point is, Not everyone is a content creator. Not everyone uses the software to create content for someone else to create art with"

 

Yes true, but that doesn´t change the situation for the thousands who do, do it?

 

and,


If you create models for your own use, your own art you still need to create texture and material and it will be a lot easier with orderly "beautiful" mesh.

 

BTW have you gotten into Blender retopology yet? It is really revolutionary. You can make quads of a  cloth item in minutes. By Modeling NURBS in Rhino and converting to quad mesh with Blender you get the best of both worlds.

 

 


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