- Tue Mar 04, 2014 1:59 pm
#378470
It's obvious that you can't reveal much but so far I have problems to understand the process.
You have lots of complex scan data, some of this is volumetric data, some is not. In all cases you
managed to extract the relevant surface data and converted it to precise triangulated meshes.
If the final goal is to CNC-mill, these triangulated meshes, maybe moderately filtered generally should
be the best /most precise input for your CAM program. Complete remeshing, especially to quads clearly
is lossy, even if the result looks "cleaner" on screen.
But there's obviously also the wish to composite the mesh items before physically outputting and to
inspect the outcome on the monitor. You now retopologized these meshes, probably using Zremesher
or dynamesh but the outcome still seems to be extremely highpoly, so that it's a challenge to find a
suitable viewer application.
I wonder: If one only needed the viewer for checking out several compositions why couldn't one then use
a typical CG route by remeshing to low poly cages and using displacement (the result wouldn't cause
performance issues in typical CG apps). Obviously this geometry was display only, one then used the
triangulated meshes for milling.
If the goal however was to not only composite the input meshes but to further transform and fuse separate
items - why would one use a subdivision optimized sculpting software as Zbrush then? Zbrush in all instances
requires complete remeshing (dynamesh) in order to be able to fuse stuff together. If max shape integrity
is the goal that's quite contraproductive - why not instead use a sculpting app which allows aforementioned
operations on the raw triangle base, such as 3DCoat (in "Surface-Mode"). That way one should be able to
limit alterations to the original mesh to a minimum.
You have lots of complex scan data, some of this is volumetric data, some is not. In all cases you
managed to extract the relevant surface data and converted it to precise triangulated meshes.
If the final goal is to CNC-mill, these triangulated meshes, maybe moderately filtered generally should
be the best /most precise input for your CAM program. Complete remeshing, especially to quads clearly
is lossy, even if the result looks "cleaner" on screen.
But there's obviously also the wish to composite the mesh items before physically outputting and to
inspect the outcome on the monitor. You now retopologized these meshes, probably using Zremesher
or dynamesh but the outcome still seems to be extremely highpoly, so that it's a challenge to find a
suitable viewer application.
I wonder: If one only needed the viewer for checking out several compositions why couldn't one then use
a typical CG route by remeshing to low poly cages and using displacement (the result wouldn't cause
performance issues in typical CG apps). Obviously this geometry was display only, one then used the
triangulated meshes for milling.
If the goal however was to not only composite the input meshes but to further transform and fuse separate
items - why would one use a subdivision optimized sculpting software as Zbrush then? Zbrush in all instances
requires complete remeshing (dynamesh) in order to be able to fuse stuff together. If max shape integrity
is the goal that's quite contraproductive - why not instead use a sculpting app which allows aforementioned
operations on the raw triangle base, such as 3DCoat (in "Surface-Mode"). That way one should be able to
limit alterations to the original mesh to a minimum.