Using the Remesher workflow results in long loading times as it "voxelizes" our meshes and currently the way it behaves in Blender is that if you save a scene where you have the remesher stack "active" it will go through the entire loading process again if you reload that scene.
#MARMOSET TOOLBAG 3 VS SUBSTANCE PAINTER HOW TO#
Let's also talk about the disadvantages of the remesher method and how to deal with them.ฤก. We can control the hardness around the edges through the Corrective Smooth modifier amount. This guarantees an equal and smooth transition throughout the entire object. The last step is to add the Corrective Smooth modifier on top which then results in our high poly model.Remesher looks at whatever is being offered to it and creates a "voxel" based version out of it. Once we have this in place we can then add the Remesher modifier.If you add remesher to a 12-sided cylinder it will only remesh the individual edges it finds which is why we need to crease and SubDivide. Remesher does not subdivide the mesh in the traditional sense. Adding crease to our edges so that we can tesselate it further with our SubDivision modifier and that's also the main difference to consider for this workflow.The steps to apply Remesher to our models are as follows: Of course, there are a lot of cases where we can still apply it but for more complicated hard surface geometry it can quickly become a lot of work. With the Sub-D workflow, we spent a lot of time trying to eliminate these occurring issues which cost us precious time and effort. The disadvantage of Sub-D modeling is that we always have to be considerate about pinching, intersections, overlaps, etc. If you are familiar with 3D modeling you probably know that cylindrical elements with extruded/intruded parts can be quite unforgiving when it comes to pinching: Here we have a simple Sub-D comparison to Remesher while using the exact same topology without any extra support loops. Just because we have Remesher doesn't mean we can't combine it but to be honest, after getting accustomed to Remesher there are not too many scenarios where I don't want to make use of it.
![marmoset toolbag 3 vs substance painter marmoset toolbag 3 vs substance painter](https://cdn.mos.cms.futurecdn.net/zALRbVfrDfLp7yzvUSt2L3.jpg)
which by the way we can still make use of, of course. Let's take a look at how it works and how it compares to the traditional sub-d modeling workflow.
#MARMOSET TOOLBAG 3 VS SUBSTANCE PAINTER SOFTWARE#
This saves precious time and keeps it all to one software without having to import/export back and forth. Thanks to the remesher modifier we can now do all of this in Blender with the exact same results based on direct comparisons.
![marmoset toolbag 3 vs substance painter marmoset toolbag 3 vs substance painter](https://marmoset.co/wp-content/uploads/2019/01/008.jpg)
This workflow is not necessarily new but so far a lot of people would make use of ZBrush to get this result through DynaMeshing the geometry there. Once we get to the high poly part we will make use of Blender's Remesher modifier which is an amazing way to create high poly models in a modifier-based and non-destructive environment and with excellent results.