![]() ![]() Because it has a ton of options to preserve topology while reducing. Meshlab seems to do the best job with reducing while keeping original shape. Maya sculpting, relax, and smooth tools can help after you’ve reduced. Especially the UV, and the the number of verts. I have a 3d scanner, and when I use it things are sometimes crazy. Meshlab has a retopology feature that works really well to reduce faces/vertices. What are your guy’s thoughts? Any other good tools out there? I unfortunately do not have Zbrush though. However I thought Zremesher might be the more automated approach. Like, really, those are two videos that’ll give you the most information for what your concerns seem to be. I have Maya 2018, so I was considering using quad draw to do the job. The first video under theory, Flipped Normals, also addresses the idea of whether or not you necessarily have to retopologize by hand, or if you can just use the automated software in ZBrush or Blender in your particular use-case. I can’t do much with the model until I retopologize it. Not to mention the topology is in bad shape. I have some models that are 3D scans, and while they are very detailed and realistic in there proportions they are also very dense. I am currently doing research on the subject.
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