I do a lot of hard surface modeling, and some of the models that people are putting out of Fusion look incredible, and they put them out in a tenth of the time it takes me to make something like it in 3DS Max. The only problem is, the topology is worthless as a game mesh, which are the types of assets I mainly design. Is there a good way to integrate Fusion 360 into a game asset workflow other than retopologizing everything and hoping it looks good (I have better luck retopologizing organic models than hard surface)? Or is it just better to keep powering through in 3DS Max and save Fusion 360 for the visualization folks?
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I saw many people model in fusion and use MOI as converter
Using Max I can simultaneously create high/low. You practically get the high for free using chamfer+turbosmooth. Booleans are not a problem as long as you understand the topology involved.
If you make the mistake of going via obj or using maya then its all a bit of a ballache but that's because you're doing it wrong.
However, general madelling operations in max are far quicker and more flexible so you'll save a crap ton of time using it rather than fusion for 90% of your tasks To me fusion is useful in the same way Zbrush is -i.e for a very specific set of tasks that conventional poly modelling isn't great at.
I forget the exact formats but max can directly import CAD files as procedural surfaces which gives you control over tessellation etc.
They're triangulated but generally have pretty tidy topology, I'd definitely recommend giving it a try.
It's all relative.
On simple models ? Yes. On boxy weapons ? Definitely. When the user is okay with spending a lot of time fidling with a lengthy CAD process that may or may not play well with the design to be 100% matched ? Sure.
In production, under strict time constraints, while attempting to create the usual semi-organic fantasy sci-fi shapes that are the expected norm - without room for improvisation because the design has been greenlit and is locked down ? Not so much.
The reality of production is quite different from what is portrayed in youtube videos about "concept exploration in Fusion".
It's a tool that can complement a workflow so imo dismissing it is unwise. It may not work for what you're building now but that doesn't mean it won't for something else.
If I've learnt anything over the last fifteen years it's that any advantage is worth taking - even if you have to deal with the Zbrush UI to get it.