retopoflow
io_pdx_mesh
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retopoflow | io_pdx_mesh | |
---|---|---|
22 | 11 | |
2,200 | 79 | |
2.3% | - | |
8.6 | 1.0 | |
10 days ago | about 1 month ago | |
Python | Python | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 only |
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retopoflow
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Mesh exceeds polycount for retopoflow? I downloaded it a few days ago and bummed that it won't work or slow down blender. Has anyone experienced this?
here’s the link I saw that at. What do you think?
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Just tell it to me straight - is there any way I can save this topology or do I need to start over?
https://github.com/CGCookie/retopoflow You can get it off Github for free if you're using it for educational purposes
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What is your preferred method for making this high poly tree model's low poly version?
you can try it out for free to see if you like it https://github.com/CGCookie/retopoflow/releases
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Is this a good way to retopologize? For anyone who's curious, this is the Grand Inquisitor.
I think the best program for this would be RetopoFlow 3. You can buy it here: https://blendermarket.com/products/retopoflow/. You can also get it free here: https://github.com/CGCookie/retopoflow. It's not automatic, but it's capable of really cleaning up models. The free version is released by the same people that make the paid version, you just don't get support from them if you get it from their GitHub instead of buying it.
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During retopology, i did all the settings, backface culling, mesh visibility to front also modifiers like shrinkwrap and displacement. but the problem
Use Retopoflow addon. It's free on github. Also in my opinion it's better than Maya's quad draw
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is there anyway to retopo without using Infront / Backface Culling in Blender ? without using paid addons
Retopoflow can be downloaded for free on GitHub https://github.com/CGCookie/retopoflow
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PSA: All mesh creators should learn this to Optimize their models
PSA: Retopoflow is also completely free on the developer's github page, you just dont get any customer support with this version. https://github.com/CGCookie/retopoflow
- I'm trying to do retopology but the wrap I'm creating keeps overlapping and going inside the mesh. Can someone please help me stop this?
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Resistance is futile
The same applies to anything that links to Blender code, including its Python modules. This means the same policy applies to all add-ons. For instance Retopoflow, which is ~$90 if you buy it, can be accessed for free on GitHub with no restrictions
- This is probably a bad time to show these off, but I have learned how to make Bionicle avatars!
io_pdx_mesh
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Can someone please help, i've bveen staring at this for an hour now and have no idea whats going on
aren't you using this? https://github.com/ross-g/io_pdx_mesh ?
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Why does the portrait in game have parts missing?
Anyway, you could fix this (assuming it's the model) by using IO_PDX_MESH to import the model into blender and add faces for the missing section
- Making CKIII 3D-based was a bad idea
- converted mesh to dae with JoroDox, opened it in blender and then immediately exported it-- only changing the global orientation to -Y, then converted it back to a mesh with JoroDox and put it back in game files and... it's all black every time. So... what did I do wrong???
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How can I pull the pdx .mesh files from the game and export them into a 3d modeling software?
I have installed THREE outdated versions of blender, I have tried so many add-ons and scripts for these versions of blender. I have read so many steam forum and pdx forum pages and have gotten no where. I have gone down this rabbit hole and found no answers. I am not in the mood to install an even more outdated version of Maya to try the pdx's software. I have tried RossG's add-on with its respective version, and the guide is quite vague and doesnt match up.
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A year ago I had a model of a Mammalian cruiser 3D printed and then painted it. Recently I printed one myself, this time with a stand, and painted it. Hand painted with a brush.
The plugin in question is io_pdx_mesh and I use a custom version of my own extensively for my animation work. It works in Blender 3.0 well enough too.
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A sight to be feared. And one I hope we never witness.
There’s an addon for blender and maya called IO pdx mesh that lets you take the ship and other meshes (portrats, some gfx) from the game files and work with them in blender.
- Community Flavor Pack : XIIIth century pack teaser
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module has no attribute ‘register’
It works on Blender 2.83 LTS, but if you want to use the latest Blender, you will have to download io_pdx_mesh from their bugfixes branch. Here's a link the the zip file you need: https://github.com/ross-g/io_pdx_mesh/archive/bugfixes.zip
- Three Handsomely Distinguished Gentlemen
What are some alternatives?
instant-meshes - Interactive field-aligned mesh generator
skinner - Skin export / import tools for Autodesk Maya
Baker-blender-addon - Addon to automate blender baking process
openrig - Rigging function libraries and NXT build files
MB-Lab - MB-Lab is a character creation tool for Blender 4.0 and above, based off ManuelBastioniLAB
Screencast-Keys - Blender Add-on: Screencast Keys
BlenderGIS - Blender addons to make the bridge between Blender and geographic data
ToolSeq - ToolSeq is a pack of useful, high quality plugins and scripts which has 15 tools that can simplify and reinforce 3D modeling pipeline for Autodesk Maya
blender_niftools_addon - The Blender Niftools Addon is a Blender add-on to enable import and export of NetImmese File Formats including .nif, .kf, .egm.
vfxwindow - Python Qt Window class for compatibility between VFX programs