I wanted to use Fusion 360 in a gamedev pipeline and here is a solution I found to archive the best result for this purposes. The goal was to boost my workflow speed and get rid of routine work such as retopology and unwrapping. I use Fusion 360 for modeling but you can use CAD software that you want. So I made a little guide and maybe it will be helpful for you.
made in 11 hours with this method.
Scheme of this pipeline
All magic is done by awesome MoI3D!
In some cases, high poly from MoI3D has little holes on hard edges because of not welded vertices.
You can reduce it using max value of outputted polygons that MoI3D can provide. Also, to avoid this you can import .sat file in 3dsMax and then export it as .fbx but sometimes output .fbx mesh has some problem with smoothing groups. Another solution to get a .obj high poly is to save it from myhub.autodesk360.com (select your high poly model file and in the top right corner you will find a download button. Choose .obj and file would be sent on your email)
RizomUV has amazing align tools so I recommend you to
finalize UV mapping with these tools. Baking results will be better with straight vertical/horizontal edges
So, this pipeline allows you to use all advantages of CAD modeling and get an autogenerated game-ready asset without any handwork. Maybe low poly is not perfect but you can optimize it a little bit on your own.
I hope this walkthrough was useful to some and If you have some advice or suggestions please write it. Also, you can check all renders here:
https://www.artstation.com/artwork/mqv1QE
Replies
And I think that Fusion 360 still better in some areas of hard surface modeling because it was created for this. Loft, fillets, chamfer. sweep and other proper tools for hard surface in Fusion are more advanced and stable. Also, Fusion can provide tools that 3ds Max doesn't have, such as a timeline whick is like node-based. It allows you to change every step and all further steps will be recomputed and it works really good.
On videos which I found about Lazercut model was simple and I'm not sure that it would work just as well on more complex models.
I don't say that only CAD-software is a right tool for hard surface and it can replace 3ds Max. I think that 3ds Max and Fusion 360 complement each other fine and in some cases CAD is better in some 3ds Max is better
Sorry, my English is not so good. I hope you understand what I mean
but you have choose the right assets.
this one here would take me longer to model in maya than in Fusion/Moi.
https://www.artstation.com/artwork/nQ4Av6
And I want to thank you because I've learned a lot of things from your tutorials on youtube
What is DCCs?
And what is DCCs
And what is DCCs
Are you doing okay with the single-computer-locked license? I use two computers on the regular and am increasingly annoyed with software/plugins not allowing me to seamlessy shift between them.
- Export from fusion 360 in STL format (with no fillets)
- Import in Blender 2.8
- Split the mesh into logical objects
- Use Blender tools and HardOps addon to convert tris into quads and NGons (a bit of manual work might be required)
- Create a duplicate for HP and use HardOps to add bevels(fillets) to sharp edges
- Add details and decals to the mesh using Decal Machine
- Use HardOps to unwrap* (am still experimenting with this) the LP version
- Use Substance Painter to bake and texture the mesh
Steps 6 to 8 I haven't actually done it, but here's a model I did last week where I followed steps 1 to 5.I appreciate the sharing of methodology but I just fail to see the overall use or how it is more efficient. Doing hardsurface that way just adds more software and more steps. Unless there is a very specific tool or use case that I'm just not aware of I can't see how this would ever be used over just buying box cutter for Blender and using it inline with the already mentioned HardOps and DecalMachine.