lol Although you could try baking the normals of the high-poly mesh to a low-poly mesh, preserving some detail. (there are more advanced alternatives, but this one is in fact built in)
UPDATE: Turns out you can bake details but it depends on what sort of 3D anime aesthetic you're aiming for. E.g. Guilty Gear Strive uses high poly stuff because of the intense texture stretching the anime model is subjected to. It's part of how they get rid of the "3D look" and make the models look hand drawn.
To be honest, I'm not impressed at all with the quality of the mesh topologies produced by Quad Remesher. I have a lot of different 3D scans, and not one of them it failed, the quality is terrible. The big problem is the holes in the model. Tried different parameters, doesn't help. I see other people like you, everything is fine. Hmm... Why it doesn't work for me, maybe it's because I'm special. I don't understand why the developers of this addon are asking for money, if their piece of code is not able to fulfill the task it was designed for!
I sculpted this model so I have no issues with holes. It seems that you need to clean up the 3D scan first and ensure that there is no holes. Then you can retopo using this addon. This addon only shrinks down the polycount for existing topology E.g. 140000 faces can be shrink down to 2300 while maintaining the shape of the object.
lol
Although you could try baking the normals of the high-poly mesh to a low-poly mesh, preserving some detail. (there are more advanced alternatives, but this one is in fact built in)
I'm not sure if baking details in anime models is a thing but I'll give it a shot
UPDATE:
Turns out you can bake details but it depends on what sort of 3D anime aesthetic you're aiming for.
E.g. Guilty Gear Strive uses high poly stuff because of the intense texture stretching the anime model is subjected to.
It's part of how they get rid of the "3D look" and make the models look hand drawn.
you are right I am also Facing Problem because when I Retopologize it the topology of the Head becomes Very Bad
You can still use quad remesher for the rest of the non-detailed parts of the body. It works great
@@VFryt hahahaha you are Right we need to do it own
Shift+E
Maybe you just need to increase the value of Quad count, maybe 300 is not enough?
Yup, figured out how to use the quad remesher after a while.
What did you do to solve the issue ?
@@diegodelacerda8828 You can increase the quad count OR, adjust the adaptive size.
It works better mostly from increasing the quad count
@@VFryt right. you can fix problematic zones manually. remesh saves so much time
To be honest, I'm not impressed at all with the quality of the mesh topologies produced by Quad Remesher. I have a lot of different 3D scans, and not one of them it failed, the quality is terrible. The big problem is the holes in the model. Tried different parameters, doesn't help. I see other people like you, everything is fine. Hmm... Why it doesn't work for me, maybe it's because I'm special. I don't understand why the developers of this addon are asking for money, if their piece of code is not able to fulfill the task it was designed for!
I sculpted this model so I have no issues with holes. It seems that you need to clean up the 3D scan first and ensure that there is no holes. Then you can retopo using this addon.
This addon only shrinks down the polycount for existing topology
E.g. 140000 faces can be shrink down to 2300 while maintaining the shape of the object.