I was genuinely curious about a cad workflow, and after doing some digging it seems like fusion's mesh conversion problems are pretty well known (on AD forum). And of all the cad for games tutorials I found that use fusion 360; the one common thing was that they all required Moi as an intermediate for export
I don't know if you'd care to share pic of how your converted mesh looks like in maya/max/blender? (Just a bit of morbid curiosity on my part...lol)
Plasticity looks amazing though! The mesh conversion options looks exactly like what you would want. They have a free trial too. It might be worth it to try and import your fusion model as a STEP file into Plasticity and see if it can spit out a cleaner high poly for you.
Even with my limited knowledge working with solids (double precision), you're assuming bottlenecks where they don't exist when generating game ready meshes:
Cool was fun to see the progress, yeah, just would've liked to see more "grime/dirt/buildup" to areas that would be touched a bunch (both sides of that "door") like the front panel that opens for the tablet pad/workspace, probably would be cool to see some sort of hand or outline of how one would use this thing and go full on animated with it, probably not too much to do, with unreal and some "default" hand. Otherwise i like the colors, looking forward to more when you get around to it.
I'd be curious to see how the exported cad model looks like in zbrush or dcc app. It sounds strange that it would be unusable for baking. Maybe it's an export setting, like a resolution slider or something? (Keeping in mind that triangles aren't inherently bad...we've been baking decimated meshes for a long time now)
Having to remodel your low poly to make a new high poly kinda defeats the purpose of using cad in the first place.
I don't use Fusion 360, so I googled it and came up with this:
Yes, this can be confusing to solve. The optimal solution depends on many factors.
If you are making a model only for portfolio display, then the approach does not really matter. Just make it look the best you can, and within reasonable real-time limits. But don’t worry too much about the technical parts. Appearance is 99% for portfolio.
If you are making for a game or other real-time interactive delivery, then the technique will matter a lot. For that kind of technical guidance, see the resources here:
Enjoy these semi-final renders of the Kaminsky Handheld. Still plenty of work to do, but I wanted to have something of these for Portfolio Day. I'm going to wait until I've had some rest before fixing the mistakes, getting nice renders and breakdowns, then updating my portfolio. I'm still going to learn UMG to get this in Unreal with animated UI, but one step at a time.