instant-meshes
bevy
instant-meshes | bevy | |
---|---|---|
47 | 574 | |
4,772 | 32,358 | |
- | 2.0% | |
0.0 | 9.9 | |
over 2 years ago | 5 days ago | |
C++ | Rust | |
GNU General Public License v3.0 or later | MIT OR Apache-2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
instant-meshes
- Does anyone know any free retopology addons? At the moment I can't buy any addons that are for sale since I'm just a student of 3D.
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How to convert triangles to quads?
there’s a free Windows program called instant meshes that’ll do it.
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Need Help Reducing Face count and keeping Details/shape
It sounds like you want better automatic retopology methods. There's Instant Meshes, which is decent, and Retopoflow, which is very good, but not automatic and not free. There's nothing that's fully automatic that's completely satisfactory, though.
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Boar Skull using Metashape. The high density output is astonishing, the ongoing retopo is a living hell
Maybe checkout Instant Meshes for retopo?
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I started my journey away from Windows with Pop back in May 2020 (last screenshot) and switched to Arch after 6 months to get more familiar with Linux. Faced challenges and learned a lot. Now, as a professional 3D artist, I return to Pop OS for stability—full circle after 3 years!
There are other useful things available on Linux too— I use Substance 3D Painter from Steam for texturing, Krita for concept art and retouching, and this neat little tool for retopology. Again, nothing you can't get on Windows too, but it's so you know what you count with. You get a stable and reliable OS, full desktop customization to make it fit your own workflow, and a cool community in exchange. Whether that much is worth the tradeoffs depends on you.
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The Qlone app is updated and significantly better now at creating 3D models of faces! Take a look!
Exactly. Run it through https://github.com/wjakob/instant-meshes then extract a normal map.
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Is there a way to compress a file even more?
To be quite frank, you haven't really given quite enough context at all, but going out on a limb here the most common culprit of 3d files being too big is that they have an unreasonable amount of polygons. you can fix this by using the remesh tool/modifier (which will likely require some smoothing in the sculpt tab afterward) or using the decimate modifier. additionally if you're willing to use a secondary program, you could try a re-topology program such as instant mesh which is free, small, and the most clean & efficient at what it does, but if you aren't going to be doing 3d work often, its not necessary. After your poly count is low enough, export it as an OBJ or FBX file, and you should be good to go.
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What is the best/fastest way to retopologize? We were showed doing it with the quad tool but I've worked on it for the last 9 hours and it is tideous, slow and looks like garbage (at least when I am doing it)
I’d switch to zbrush for this and project this mesh onto an already topology-correct one. If you don’t want/can’t use zbrush, and you’re out of options you might as well just give instant-meshes a try as it’s a free tool. I had somewhat successful results https://github.com/wjakob/instant-meshes
- do you guys recommend me to retopologize?
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700k tris to 60k. Any lower and I lose detail. Any advice on going lower or is this just as good as it gets for a model with this much detail?
Instant meshes (https://github.com/wjakob/instant-meshes) is a free software that is very good at remeshing while preserving details
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
What are some alternatives?
instant-ngp - Instant neural graphics primitives: lightning fast NeRF and more
Amethyst - Data-oriented and data-driven game engine written in Rust
retopoflow - A suite of retopology tools for Blender
Godot - Godot Engine – Multi-platform 2D and 3D game engine
meshlab - The open source mesh processing system
Fyrox - 3D and 2D game engine written in Rust
jremesh-tools - Blender addon for quad remeshing
piston - A modular game engine written in Rust
fSpy - A cross platform app for quick and easy still image camera matching
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
apriltag - AprilTag is a visual fiducial system popular for robotics research.
specs - Specs - Parallel ECS