u/Atlantean_Knight

Unreal dev created their own auto retopology tech
▲ 10 r/TechnicalArtist+1 crossposts

Unreal dev created their own auto retopology tech

I've recently launched an auto retopology tool for Blender which I have been working on for over a year, it uses specialized methods for each mesh class (cloth, inanimate and organic) in order to reach the best possible output. Most of the time was spent in learning ONNX and how to build models correctly.

Inanimate objects can translate to any hard surface models which require no vertex deformation, the remesher is equipped to generate the lowest possible vertex count while prioritizing the overall 3D shape and outputting coherent edge flow mimicking artist-like topology.

Inanimate remeshing is completely automated and can handle loose parts intelligently, though it is recommended to keep face count below 1.1 mil to ensure a faster completion rate.

As for cloth remeshing, it is guided using UV islands while assisting the artist by highlighting the vertices to use for creating a grid. I plan to fully automate this using multiple AI layers + algorithms, much like what is currently configured for inanimate.

Documentation and tutorials are planned (things are pretty self explanatory though), will be visible in the account center under the Community section. If you purchased through my Lemon Squeezy during it's early stages, insert your email or order # in the promo code area for a discount or free upgrade depending on the license.

available at https://empyreanremesher.com/

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u/Atlantean_Knight — 1 day ago

Unreal indie dev developing an auto retopology tool in Blender

Hi all, this isn't exactly marketplace stuff but it can be perceived as such. Posting here since I am also an unreal engine dev and will be making an asset bridge plugin dedicated for Unreal Engine.

Have been working on a remesher technology for over a year and I recently just launched the newest version with overhauled logic https://youtube.com/shorts/KHUzJQ517uU?si=DyO_6CyHSN0GVTGQ

each mesh class has its own method for remeshing to reach the best results, so far it handles cloth and props. The next thing i'm looking to implement is exterior vs interior geometry identification to simplify and discard unseen geometry in the inanimate remesh pipeline.

u/Atlantean_Knight — 11 days ago