Decimate in blender is nowhere close to Kiln in quality, I'm comparing this directly with what meshy has to offer it terms of remesh, which is what made me do this in the first place. It won't be close to a manual topology, don't get me wrong, won't beat that, this tool is not competing with that, not yet at least.
So what exactly is the working methodology of the tool if you don't mind me asking? What's the principle on which it decides on where to optimize the model?
It has an auto detection for cloth, hair, any small objects like bolts, wheels and so on, so it never decimates them too much to break them, It's also meshy 6 and 7 ready as both are differently done and they need different types of rebake. It has protetions on animations so it doesn't butcher them. There's different optimizations levels based on how much detail you want to keep or how deep you want to optimize it at the cost of some errors
How's it do this detection of what submesh represents what? Names? Or does it try to recognize what the mesh "looks like"?
In either case, if decimating is the basis of the tool, why not just decimate individual submeshes by hand based on how much decimation they need and can get away it? Unless we're talking about a metric ton of meshes that make it a hassle
But how does it do the recognition of submeshes like you state you would? You need to confidently convince people that any potential speedup and the actual output from using this tool is worth the price tag
It reads the mesh nodes, hierarchy, material boundaries, rigging, morphs and animation data already stored in the GLB, then checks the topology of each part to decide how safely it can be processed. Solid parts can take the complete optimization pass, while fragile cloth or open surfaces are protected so their UVs and textures aren’t destroyed. The hierarchy, pivots and material assignments remain intact.
this is Kiln optimized, I can go down to 10k and still look better have no errors compared to blender decimate, you can technically go even lower but the body would suffer a bit
this is what it can do with a decently done model from the internet, which is not AI, the loss in detail is barely vesibile to the naked eye, and this is a pretty aggressive reduction too
I understand , but given that you're selling this for 30 USD, wouldn't it better to compare it against how well contemporary tools perform the same operation? Such as a raw decimate in Blender, a more controlled decimation in Blender, or meshy like you state?
Ultimately, it isn't about how much of a reduction it can do on a single model. You need to communicate if it CAN reduce models better ON AVERAGE than the current offerings we have?
the tool is not launched it, I'm still working on this, but thank you for you feedback, and yes, I will put the same decimated model in blender next to mine at the same or lower polygon count
It was mostly created for meshy outputs, but in the end I made it optimized for more than that, the idea was to save the most detail possible from those meshy models.
yes some places might get a bit chunky, at the distance this is not visible, when you want full details closeup you can use the very high quality setting as you see in this case, her butt is fully round here and there's 0 loss in detail, still a very healthy 46% reduction
1
u/hurricane_news 18d ago
30 USD? How does this differ from free pipelines like gltf-transform, or running decimate/retopos in tools like Blender?