My initial reaction to Deformation Master is “Hell Yeah! That rules!”.
I’ve tried it on a few meshes in the 4-5 million poly range and it definitely does what it adverties, which is reduce the poly count without losing the detail of the high poly mesh. Unfortunately UVs, color, and subdivisions are all destroyed and you get a very very messy triangulated model (it looks like scan data).
I was hoping to at least get something in quads with hopefully better poly spacing. Maybe even something that would help me out when I start a head model from a sphere and realize I needed more polys in the ear area.
Also, I noticed the reduced models (~450,000 polys) were a lot slower to navigate around in Zbrush than the original models. I believe this is due to Zbrush not working well with triangles, but not sure.
It’s nice to now be able to get those models into Maya to bake out AO and normal maps, but I can’t think of too many other uses for it in my workflow. I’d be interested to see any future uses someone may come up with.
As for 3D Print Exporter, I’m too comfortable using the software that my printer bureau recommends to switch now (which is already free and produces great results quickly). I’m also a little curious as to the results of people out in the wild.
Not to rain on anyone’s parade given the current positive reaction these plugins are getting.
but hey ill do it lol
not much thinking involved. plus most their plugins have the word master following the described purpose anyway.
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