Poly retopo requires a single mesh object RetopoFlow is a powerful retopology add-on for Blender that helps make quick work of creating custom, clean, mid or low poly meshes on top of high resolution sculpts. Sadly, most of it was too much of a pain to ZRemesh cleanly. This helps so the retopo doesn’t die because I am using a combination of the shrink wrap modifier and snapping tools. This is an ideal tool for creating models that don’t require specific edge loops, like buildings or loot in video games. Step 5: Bake The Detail From The High Poly Mesh To The Low Poly Mesh Feb 27, 2016 · • Import high poly into Blender • Retopo the high poly to make a game ready low poly model • UV map the low poly model • Baking high poly to low poly normal map, ambient occlusion map • Texture low poly model • Rigging/Skinning the low poly if necessary • Create LOD models from the low poly, and collision meshes • Import into The conform brush is in the graphite modeling tools, freeform tab. You can adjust the offset to push it below the surface or above it. So making good models without so much poly is a good start then do your subdividing after when you have the result you are after. Why? Edited September 15, 2016 by mercy Each time you subdivide then convert back to mesh you add more faces and vertices but the more faces / vertices really clocks your computer thus making the process of making the models themselves sluggish. The UV Workspace provides the precise tools to produce a “balanced” UV Aug 12, 2016 · i always decimate the high poly object before i retopo but even before the decimate i've tested with 4 million faces and i don't experience any issues or slowness with surface snapping from my retopo object to the high poly object with or without a shrinkwrap modifier. Instead maybe store source object collection per retopo mesh? Dec 16, 2019 · Learn some practical uses for the ReMesh and Retopologize modeling tools in Autodesk Maya 2020 including tricks to place more polygons in specified areas. If you feel like your mesh is good, apply all the modifiers (I just right click, search for convert and convert to mesh, it auto applies all modifiers, I get lazy lol). Export selected: Exports only the selected faces of your retopo mesh. So let’s not say retopo, let me rephrase that as pulling on some vertices and sorting out your edge flow. Welcome to the Autodesk Maya Subreddit. We share and discuss topics regarding the world's leading 3D-modeling software. Aaaand the imported mesh has no normal maps' details. That is, not all the vertices / faces connect and you could have separate meshes all part of one object. Just create a poly plane big enough to cover your drawing area and make it live and then you will be able to use Quad Draw like before. Your baked texture has no color and it's black where it's empty. Just select a mesh and execute this python code: For example: The hand is combined with many different parts like the image below. Jul 5, 2019 · Hello! Im import onj mesh, make polyRemesh (dosnt work), polyRetopo (too). It’s just too high poly! So you can now create a lower poly mesh easily and pretty quickly by retopologizing using the Retopo tool. Stack Exchange network consists of 183 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. So storing the retopo mesh reference per object is not great. Showing You How To use the retopology nudes in Maya to Fix the mesh and speed up your 3D modeling workflow. Jan 11, 2019 · The polyRemesh tool is a simple remesher of your geo. Maya 2020's newly exposed Remesh and Retopologize features allow you to take a messy, uneven mesh and redistribute its faces into something you can actually use for rigging and animation. Conversely, smaller values lead to higher fidelity, but denser output quad meshes. This menu's updates are based on your activity. YES IT WILL WORK! I don't doubt that, but it's neither low-poly, nor medium poly, it's kinda in the twilight part of being stuck in a quantum of state of Low-Poly and Medium-Poly, which can be kinda confuzzling. When the Retopologize algorithm is paused, it won't run again until Pause is turned off, making it faster and easier to make adjustments to your meshes. Jan 24, 2019 · NOTE: the Red Color isn't the Sculpt object, it's the retopology object covering the Sculpt object that is a Silver Color, which you can't see in the image, since it's already covered. reproject from untouched duplicate to get better shapes, then export from zbrush back to maya and clean up topology a bit by hand using quad draw and live surface. For your 2nd question, you can go to the FILE menu from the Paint Room, and select IMPORT OBJECT. In order for Retopologize to do its job quickly and efficiently, you'll want to ensure you provide it with a base mesh and settings that are as clean as possible. 3D Coat keeps the two different mesh types (High Poly/Voxel SCULPT OBJECT and Low Poly RETOPO OBJECT/MESH) separated in the app. Free Porn videos, Streaming Porn movies on MovieFap, Porn Tube site with thousands of sex movies. Aug 1, 2020 · Just make a copy of your highpoly version, and use the copy as a basis for creating the lowpoly. The other issue comes with the 64k face max nitrishape limit. Aug 27, 2015 · After creating some hi-poly model, i'm always creating low-poly model by approximating that hi-poly mesh with triangle-by-triangle LP mesh - with snap to face mode turned on. We would like to show you a description here but the site won’t allow us. Just requires planning ahead. Retopo. Click a flair to sort by topic and find a wealth of information regarding the content you're looking for. Now i need to make low-poly for animation, bake normal and displacement maps. Once Retopologize runs, the result mesh is placed at the Feb 1, 2013 · The advantage of the method is that you do not need to create a new single retopo mesh and uv set, since all you want is to export one object and one uv set from the paint room for a multiple object. Nov 16, 2015 · for photos be sure to use markers around your object, ease the resolving calculations. If you have a mesh that's shaped to your liking but has bad topology (uneven faces, n-gons, etc), you can use the Remesh and Retopologize commands to fix the entire mesh and avoid painstaking manual modeling labor. So my question is, if I do a Normal Map Bake between the High and Low models, does it affect the quality of the image after the bake even if I have such retopology? This does take time but you should really have your retopo as low poly as you possibly can. Not only that, the software I found to generate the most perfect morphs for the source mesh, without modifying anything other than vertex positions, requires the UV map to be identical. it really depends on what the model is going to be doing. Pilgway Studio 3DCoat is an extremely versatile application, employing cutting-edge technology to provide the CG Artist with a powerful array of Sculpting, Texture Painting, UV Layout, and Retopology tools. If the reference mesh is from a very messy scanned mesh or a good scan of an older and distressed object, less accuracy will give a smoother result. Export Separated Poly (Retopo) Objects: Exports each PolyGroup as a separate file. Bake your mesh inside Reality Capture, this way you never need to export the 400m mesh, Reality captures baking tools are really good. I'm trying to run Retopologize on a mesh that I exported from Zbrush (OBJ). If this is just portfolio work or practice, I'd probably keep it simple as possible and just let it be a single contiguous mesh. only I can't make the lower mouth disappear with the eye tool, + - simply doesn't work in this mode. ) i then selected the high poly mesh first and my retopo second (so the I dont have any experience with photogammetry. Sometimes you end up with multiple meshes in a single object. In general, Retopologize works best on high-poly, organic objects with roughly even face distribution. and it takes some practice too. and is mostly guessing at what you want the results to be in a uniform triangularized surface. In this short video I demonstrate the purpose of REMESH and RETOPOLOGIZE on a sandal which comes from a If you wanted a better 'deformation' on the mesh, use a higher polycount, don't make it half-way! That just looks tacky and horrible. MEL examples polyRetopo; Set the target edge deviation (TED) in (0. I have tried mesh cleanup to no avail. The data is only saved locally (on your computer) and never transferred to us. Not exactly clean for DCC use. Sep 19, 2022 · The first video focused on Prepping the High Poly sculpt, and this video demonstrates the process of generating a low to medium poly retopo mesh using the Auto-Retopo wizard. He goes into greater detail in the intro section about the strategy of retopo, which is what I found the most helpful of all. Specifies whether to retopologize a copy of the selected object (result mesh), or the object itself (input mesh). You can select from the following options: Object: Cuts and fills the mesh relative to the selected object's pivot location and orientation Bounding Box: Cuts and fills the mesh relative to one side of an invisible cube encompassing the selected object Oct 16, 2021 · Is that correct - you are trying to convert the revolved geo to NURBS? The Revolve/Loft options can be set to output polygons, which you can't convert back to NURBS so easily; see the Revolve options. . At the moment I have a mesh (pants to be precise) As you see there are buttons on the pants, when I now retopo that as a single mesh, and the rigger/animator will bend the leg, and one of the buttons is in the near of that bend area, the "baked button" will be stretched I guess? Yeah I've always done low poly base shape that I turn into high poly while keeping the same shape (for bakes later) more or less and go into zbrush for smoothing and extra details it's just that zbrush boolens are soo good and soo fast that it's almost hard to resist all that power but if that comes with a cost of manual retop over the hp mesh than it seems not worth it I use the 5m mesh for my first low-poly retopo pass, either in Maya or zBrush, whichever is better for you. Play Creative ( playcreative. Can i break my low-poly mesh into several objects (Because high-poly mesh is also combined from several objects - belt, guns, buckle, etc), bake normal maps for this objects and In a previous tutorial, I showed you the manual way of cleaning up your topology, using the multi-cut tool. Okay. Try to Shade Smooth (right-click in Object Mode) and it should look much smoother. Try Mesh > Cleanup and then run Retopologize again // Thanks, PoddaBob. Neither "Store workspace" nor "Store this page layout" work properly to solve this problem either. Most stuff will look great, but the impossible geometry of the normal maps messes everything up. Obviously you should try to minimize triangle/poly count as much as possible, but that does sacrifice detailing and/or requires re-topology of meshes, effectively doubling or tripling the time required for a 3D model. This can be overcome by slicing the mesh into multiple pieces. i created a blank image in the material for the retopo mesh and made sure the image texture node was selected. When I retopo with loose parts, I duplicate the collection and hide the original, then join all of the objects to one main object as a special retopo base object. That would be a single-object / single-mesh. ngskintools helps a bit with layers and ACTUAL smoothing that doesn't always spike out, but still the weight painting in Maya, sucks. Should I retopo every single part or just combine everything and retopo the whole group? And also pieces with holes, do I need to close the holes and let the normal map does its job? I would appreciate if anyone can show me some references of hard surface game mesh. If you don't do this the blocky edges will be baked on the image $\endgroup$ If i do the first thing, (one by one) will i have to retopo again all together to get a single mesh? In the second case, if i create a low poly version of all merged subtools, will i be able to get the normals and the rest of the maps. That said, note that the UV tools in both rooms are exactly the same, and this page contains all UV Unwrapping information. That's why I suggest dynameshing a combined mesh, so you no longer have 'layers' and just have a combined surface that will be easy to retopo over. In retopo it's very important to keep the scale of the object in mind so that the mesh is not too low resolution nor too high resolution May 21, 2021 · Your retopo attempt is looking fine. Oct 24, 2018 · You want to retopo a hi-poly mesh to a low-poly one but before use the character as a "collision" object when sculpting to prefent the dress go-thru??? $\endgroup$ – Jan Matys Commented Oct 24, 2018 at 11:17 Now this maybe isn't as artistically free-flowing as being able to whack big new features on the sculpt like you are adding clay, but the results are ready to render or animate and don't require a retopo. May 20, 2020 · You can export the Paint Mesh to the Retopo Room to make changes by going to the Retopo Room and from the to RETOPO Menu > TAKE MESH FROM PAINT ROOM. If you want to animate/pose the character, you will also need to retopo the body or use a base body mesh and add the head to it. I am aware about retopology, but still uncertain about one question. Once the mesh has a single polygon thickness, it is ready for use. I do it all in Blender. Oct 6, 2018 · A lot depends on the type of content. I am trying to figure out the best methods on estimating poly count for models to use in games. Modeling for Animation 06 - Retopologising the Face! The Wrap deformer allows you to transfer the animation from a high-poly mesh to a low-poly mesh by using the high-poly mesh as a reference. Another method is to use the Multiresolution modifier then bake the result on the same object as explained here by PIXXO 3D. May 21, 2021 · Even it goes totally wrong a normal map is a light purple image, especially where it's empty. Apr 18, 2017 · However, the workaround is very simple. Oct 17, 2019 · Is there a way I can retopologise the single high-poly mesh when the underside of the hair is so difficult to reach? Also what are the implications for baking normals if I merge two separate meshes and it leaves geometry where the meshes don't touch under the hair? Looking at your high poly mesh you posted, the problem you'll run into trying to retopo a combined and decimated mesh will be a lot your verts jumping to behind really thin meshes. Finally you have a low poly retopo mesh. A Retopo Object must have a UV Map before Baking to a Paint Object. so for instance you can have a compositing app write out a maya scene which has 3d lighting data that can be read directly by maya. But yes, this will be for a new high poly. You don't have to model every single piece. MEL scripts:polyRemesh;polyRetopo;SUBSCRIBE HERE Make it easy in 3D: Sculpting, Voxels, Modeling, Retopo, Painting, Texturing with PBR, UV and Rendering. So the typical way is to make a high poly object. So I put together a small tutorial on retopologizing a mesh. Make sure you separate the parts that would be separate in real life, such as the overlapping plates at the neck. Hmm. @Turbopasta I'm glad you got it fixed! @Scruples Yea. The UV Workspace provides the precise tools to produce a “balanced” UV May 2, 2020 · You could duplicate your object, sculpt on the copy with Dyntopo, then bake the result on the original object. I started the video at the beginning of the actual retopo process, which shows how he's setting up his new low-poly retopo mesh, starting with a single plane. Blender will bifurcate the mesh. In this tutorial, I will be showing you an automa May 25, 2021 · This technique creates copies of the same mesh in the Retopo Workspace, and CONFORM RETOPO MESH now works when using Surface Brushes also, so the process might look something like this: 1) Leave a Neutral Facial Pose (low poly/Retopo mesh) copy in the Retopo Room (Polygroups panel) and generate all new copies (morph targets) from them. File -> Import Object 7. Look at the art for mech games like Titanfall. By default, a polyRetopo node is created when you perform a Retopologize operation (Mesh > Retopologize). Jun 8, 2020 · Stack Exchange Network. I'm pretty much a beginner, could you tell me what I'm doing wrong? Before Importing the mesh to the Sculpt room, I can see the proper, high poly and detailed mesh, if the "View -> Show Poly object in Sculpt Room" is on - but I have no idea how to make it editable. The name of Jan 11, 2019 · Well, the tools already exist inside Maya – no plugins required! Better yet – they’re as easy as two clicks to use. Feb 28, 2022 · In most cases, this is done by using your high poly model as the canvas and then creating your new geometry as an overlay on top of the base model. What you want to do is create a low poly proxy mesh to animate it and for the render you can just swap it out for the high poly mesh. Just bake all that down to a texture once you get your lowpoly mesh worked out. Larger TED values lead to coarser quad meshes, but if adaptivity is low, they can miss or under-sample the shape. Check the Script Editor for more details. if you don't need to animate it - export in zbrush, duplicate subtool, dynomesh with high res, and then zremesh it several times decreasing target polygon count. then i went through and selected each of the 9 texture atlas on the other model, making sure the retopo texture node was the last one selected (so it was active. But cant you import the sections into zbrush, merge them into one subtool, remesh and project the details on higher sub levels, use the sculpting tools to repair seams in ZB ( on the new tool) and then handle the repaired mesh like a character and just make a retopo low poly mesh in blender, using a decimated version of the ZB high poly for a Sep 16, 2010 · First Blender: In blender you can use the poly reducer script as Bampf mentioned, AND/OR, which I prefer many times more than the poly-reducer script, use the DECIMATE MODIFIER on your object, it allows for dynamic-non-destructive poly decimation, that can be applied on export of your FBX automatically, or applied and save in you . Is it better to have a model created from a single mesh, or from several meshes (for example, for the limbs, head, etc)? and if several meshes are OK, should they belong to the same object or be separated and parented together? Check out my course here:https://owlhowell. Hell, a decent portion of Sep 19, 2022 · The first video focused on Prepping the High Poly sculpt, and this video demonstrates the process of generating a low to medium poly retopo mesh using the Auto-Retopo wizard. Sep 19, 2022 · Import: Import an external mesh to continue creating topology started in another 3D modeling program. Create a single vertex (or a single quad face). A number of ppl may do some kind of variation of the above, depending on the needed quality of the animatable character (like how close is it to the cam). When I reloaded my saved single page layout (filename: retopo room. And you're good to go. Feb 7, 2017 · Without watching the video tutorial, a high and low resolution model cannot share the same UV-map therefore geometric details from the higher resolved mesh are baked into a normal- (or other type) map which is unwrapped from the low res model. there is no point in saving scene state in Showing You How To use the retopology nudes in Maya to Fix the mesh and speed up your 3D modeling workflow. Add a Shrinkwrap modifier, with your high poly as target and a small offset value to be able to see your retopo mesh above the high poly's surface it will snap to. You can click these links to clear your history or disable it. In query mode, return type is based on queried flag. 3DS Max isn't a hard requirement, it's just what I've got to work with at the moment. try making consistent loops and avoid spirals - it will help you when Free Porn videos, Streaming Porn movies on MovieFap, Porn Tube site with thousands of sex movies. " why not just save WHAT IS MADE rather than saving the STEPS IT TOOK TO GET THERE" the point of an ascii scene file is it can be parsed an written by third party apps and scripts. You have created a low-poly mesh (step 1c, see below). Then you could have several child objects of one large object. How does one get the Uv's if its all one single mesh? There's so many ways of approaching the entire workflow that it comes down to what the project entails and what workflow you're comfortable with. Use the new Blender Sculpt mode for example. MEL scripts:polyRemesh;polyRetopo;SUBSCRIBE HERE For example, a retopo’d mesh allows you to cleanly add support loops to specific areas with higher degrees of deformation, which is important for extreme bends and twists. Maya 2018, I cant imagine - how ussiue this trouble? In script editor '// Warning: line 1: Can't perform polyRetopo2 on selection // '' and Remesh too. Another way would be to animate with a proxy mesh and export it to houdini where you can use the "point deform" node witch will automatically May 17, 2014 · And can i? I created this high-poly model using Blender and Zbrush. a ma file is essentially a mel script. Apr 27, 2016 · Retopo inside of mouth . So the process looks like CTRL + RMB (x times), and hitting F on keyboard, so the new face was made. We are talking apples to oranges here as the method does not apply to Photonvfx questions Feb 13, 2007 · Of course, the problem comes when you want to animate the mesh for example. nor do i have any issues with fps unless i go into edit mode to actually Jan 24, 2016 · 6. I like to work super low poly first to make the major shapes (think playstation 1 era low poly) but with good For high to lowpoly baking I would usually start with two of the same mesh, gradually increase detail on one to make your sculpt which should leave a low poly version ready to be baked onto. com/l/Noob-to-Ninja-Maya-Volume1_____A super quick tip to speed up your workflow! Two new commands have found their way into Maya 2020. This is where it gets troublesome. This does require you to weigh paint and rig your high poly tho. Note: When using Quad Draw without a live surface some features like strips are disabled and you can only drop points in holes or next to an open mesh border. Clean topology is important for riggers to properly skin the model, as it’s better if they work with what they need and typically not much else. Mar 21, 2014 · Just a quick post, I am looking for some information on the topics in the title. Lets you select the symmetry plane for the selected object. But I'll try what you've suggested. Here's how to do it: Create a high-poly mesh and a low-poly mesh. The polyRetopo command is a very simple retopo of your model, attempting to give a decent re topo based on edges and curvature. Hot ☝️【 // Error: file: C:/Program Files/Autodesk/Maya2025/scripts/others/performPolyRetopo.mel line 485: Poly Retopo requires a single mesh object. 】 ⭐ Porn will satisfy your XXX desires, the best porn tube with the hottest sex movies! Free Porn videos, Streaming Porn movies on MovieFap, Porn Tube site with thousands of sex movies. The low-poly mesh should have the same basic shape as the high-poly mesh, but with fewer polygons. Extrude that edge in a face. So I decided to retop it so I can create a new high poly from it as well as the low poly. io ) has a short tutorial on how to use these excellent tools and dramatically speed up your hard surface workflow in Maya (as well as create a shelf button). Download Free Porn and Stream Pornos from all niches, Share your Porn Movies. gumroad. And the default reference mesh shader for retopo doesn't show enough detail to see the ref mesh surface properly. The tool seems to be functioning, as it runs and spits out a new mesh when I have "keep original" checked, but the new mesh has the exact same topology as the old. Some programs offer a topology brush tool that allows users to draw lines on a mesh in order to convert a low-poly object into a high-poly object. Use this method when you want to uniformly retopologize an entire mesh at once. Jun 18, 2019 · Once you spent a few minutes doing that though, you can drop a subsurf( a single one should do) modifier on the object, not only would it be better quadded, but it would be much closer to what you originally had in MD. Retopology means creating a low-poly mesh based on the high-poly sculpt; It's like creating a low-density shell on top of the high density sculpt; We use Modo for this work phase. C) CAD object used as a reference mesh, left cylinder uses medium Image Quality D) High poly SubD mesh as reference mesh The accuracy you require from the retopo process will vary. You select your low poly object, change it from grid "Draw on Surface", pick the target (the higher poly) and paint over your mesh to get it to conform to the surface. I find zBrush gives a better decimation, however I like the control I have in Maya for manual retopo. Use one of many different techniques to make a second lower poly object then bake a normal map which the low poly object will use to “fake” the high poly look. Export: Exports a retopo mesh to continue work in an external 3D application. Jan 8, 2017 · If you have fewer polygons it doesn’t take as much time to draw the object. So don't make a lowpoly bolt and a lowpoly panel line and a low poly tiny tube. Man, thanks for pointing out, this is a super helpful discovery! In turn, I can add that Maya also has a hidden remeshing mode, which turns any mesh into a uniformly tessellated triangular mesh - kinda like Sculptris Pro in ZBrush. If this is intended to be used as a mesh purely for baking down to a lowpoly you might be able to skip the highpoly retopo entirely, especially on a hand-made object that would naturally have a few imperfections. 1] of the quad mesh edges relative to the smallest work mesh local shape feature radius. Personally I enjoy making the low poly, duplicating it then making the high poly with supporting edge loops, and finally retopo the necessary pieces. onepagelayout), all my scattered Popups disappeared completely. In this short video I demonstrate the purpose of REMESH and RETOPOLOGIZE on a sandal which comes from a I need to be able to see the retopo mesh clearly, so I turn on "In Front" under the mesh object's properties. Jan 30, 2017 · There is an option in the Sculpt Workspace to Conform the Retopo (Target) mesh. I don't see any particular reason to have these elements separated as multiple objects. Add to it adjusting the weights on a per vert basis. blend itself. You can also go for a full retopology build which is the "proper" way to do it, shrink-wrapping and extruding faces , edges and verts. The tools in RetopoFlow mode are designed to be used by artists and makes the retopology process more like quick sketching and less like monotonous pointing and clicking and make good topology practices like evenly spaced quads Dec 19, 2024 · I suppose retopo is a happy medium of getting like a medium-high poly model for animation and a gold standard high poly for high quality normal, rough, disp maps, etc. Sep 19, 2022 · If you wish to UV Map a Retopo Object, you can do so from the Retopo Workspace. But this software comes after that, once you got a model, to cleans things up. That is most likely part of your issue, at this point it's better to just manually retopo your mesh with Quad Draw, it's quite straight forward and in my opinion actually really fun when you get the hang of it. Step 1: Sculpt a high poly mesh. However, this often makes it hard to see the other mesh: I can see the low-poly mesh just fine, but now I can't see what I'm creating the new topology for. Then go to Edit mode, extrude that single vertex in an edge. Worn items are high poly disaster as that's how they are exported from "that one clothing designer app everyone uses" and the brands who then dump that content into SL don't care and don't have the skills required. If the Apr 9, 2012 · Then when I go back to the Retopo room, I find the same thing has happened there. by wich color data is removedd btw, since its only about mesh, one would need to rebake that in blender. There seems to be a lot of debate and nuance around this topic of how much is too much. The original high poly was made using Fusion 360, and on export it's converted to tris. A thin object cannot be concave on both sides. // Error: line 0: polyRetopo1 (Poly Retopo): Retopologize failed to run on your mesh. If enabled, Retopologize preserves your input mesh by performing the operation on its duplicate. Rezzed items tend to be fine with content made specifically for SL being competitive. Also regarding Workflow point 4, source "objects" only rarely consist of only one actual object. Is it better to have a model created from a single mesh, or from several meshes (for example, for the limbs, head, etc)? and if several meshes are OK, should they belong to the same object or be separated and parented together? Two new commands have found their way into Maya 2020. For meshes that high poly auto retopo is never really the go-to, Quad Draw is the way to go. Quick Start Auto-Retopo (Model Prep): This video demonstrates some considerations and techniques for prepping one’s model before using the Auto-Retopo feature in 3DCoat. That would be single-object / multi-mesh. there is no point in saving scene state in For example, a retopo’d mesh allows you to cleanly add support loops to specific areas with higher degrees of deformation, which is important for extreme bends and twists. Hi everyone! I am looking for advice regarding character modelling. It looks like you baked the diffuse color 2) make your low-poly object Shade Smooth in object mode. Make your changes/fixes and then go to the BAKE Menu and choose UPDATE PAINT MESH W/ RETOPO MESH. dkcd ekqpt elqkc ayoeu nyd asnmph xoq ksv ytg zvzrt