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11 Apr 2024
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12 Apr 2024
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13 Apr 2024
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16 Apr 2024
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20 Apr 2024
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21 Apr 2024
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22 Apr 2024
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@aes:chat.alexanderesmith.comAlexanderESmithHello all!18:22:04
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23 Apr 2024
@aes:chat.alexanderesmith.comAlexanderESmithAnyone here have any experience with MB-Lab? If so, opinions?02:41:36
24 Apr 2024
@aes:chat.alexanderesmith.comAlexanderESmithLively chat xD04:06:12
@zero-ghost:matrix.orgZero-ghostI've never heard of MB-Lab so nothing to say there04:21:53
@aes:chat.alexanderesmith.comAlexanderESmith

Oh, haha, I didn't necessarily mean that I needed a response to my question. Just noting that it's quiet here.

Considering to the constant crypto DMs I get in discord, it's probably not the worst thing to be a little quiet.

04:42:14
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25 Apr 2024
@segfau1t:matrix.orgsegfaultDoes anyone have tips for lod creation workflow01:36:15
@segfau1t:matrix.orgsegfaultI wonder if there is a workflow with render graphs which could somewhat automate the process of copy+decimate+bake texture and normals to a new material01:37:49
@segfau1t:matrix.orgsegfaultThe issue with decimate is that it messes up uv maps pretty bad untill you remap and bake them. So you can really see what the lower lod mesh looks like01:38:35
@nmeter:matrix.orgnmeterAre creating for a game engine? Or do you need these in Blender?07:47:16
@nmeter:matrix.orgnmeterMy question is aiming at... depending on what you need there might be other tools and plugins in unity/unreal/godot Also there are of course some plugins for blender. For these mesh colapse based workflowes (like decimate) there are a lot of plugins to automate the proces. These more or less work depending on you struktur of meshes. Then there is sth way more advanced for ststic meshes (which I forgot the Name of) ... which can generate standins for meshes by rendering from a lot of directions and reprojecting the surface+ normals on a converting hull like thing. This works way better then one would think.08:11:53
@nmeter:matrix.orgnmeterI think they are called standins or proxy meshes or sth.08:15:58

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