Hey Artists,
I'm interested what do you don't like in your asset pipeline and wish to made easier or be replaced by a automated system or tool.
So hit me up with your hate.
Why tho?
I wanna make some pipeline tools for my portfolio and would share them with you. (Houdini HDA's/HIP's only)
Noted Ideas:
- Better Auto-UV Seams
- 3D Mesh Wear Generator
- Polyreducer based on Topology / Recover Topology
Best wishes,
kggx
Replies
There's TurboReverse for 3ds Max, but it only works on perfectly-preserved subdivs.
If someone subdivided, then moved a few vertices around, or added an edge, or added a vert, or subdivided only a subset of faces, or attached multiple pieces that used different subd iterations... TurboReverse can't handle any of these. At the least, fail gracefully, recover what you can. But noooo, crash or mangle it, great thanks.
Bonus points if you can massage the photo into a decent PBR material for it, removing lighting from the albedo, and creating a decent roughness map.
Sounds interesting, noted. It's basically a polyreducer that takes your topology into account and keep your uv's?
Also a good thought, I think I'm not able to produce this in the near future. But I do work on a "asset flipper". Basically you input a finished Asset and the tool would give you some random variations based on the original asset.
Interesting thought not sure if I can do it based on a image but I think the "magical box of rocks, dirt and nails" is possible and to be sure: You're talking geo or texture? Anyway added to my list!
Thanks for the input guys!
TurboReverse has a nice option (when it actually works!) to either recover the subd cage with all its distortions required to create proper subd curvature & pinching, or recover but assign averaged positions for the verts such that it performs like a perfect-quad decimation of the source.
The former is great for re-subdividing, the latter is great for realtime.
So ideally I'd want the relevant leads to check shit properly
More seriously - 90% of pipeline issues are caused by people not tidying up after themselves. If you want to make a big difference, make a tool that forces them to work clean
Locking normals doesn't solve anything...Maybe a script or plugin that could take a quadrangulated mesh, save a copy of it and create a triangulated version. Then if the user wants to he can load up the quadrangulated mesh at any point, modify it, and when he wants to retriangulate it after tweaking it, the plugin will triangulate keeping intact the edges' paths in unaltered areas.
Something more realistic in scope might be one that just holds common human proportions. "male athletic skinny, female fat big head, etc." The benefit of this over base mesh is its all contained in one script item and you still get to build your mesh however you see fit. This thing just does the research for you and gives you a quick start.
If I export with triangulation a character mesh, then need to modify one arm, exporting it again might make other unaltered areas have different triangulation.
I understand your problem though.
http://wiki.polycount.com/wiki/Texture_Baking#Triangulation
Basically I haven't ever reproduced the error in the first picture of your link. If I triangulated a mesh in max or maya it just locks the existing triangulation in place. It doesn't change the order of the edges.
Is the triangulation really needed? I dont have any issues with quads since forever, unless maybe in some rare ngon crazy cases that are obvious and cinema is really not the cleanest of exporters and importers to say the least (C4D > 3DCoat > C4D > Coat > Marmoset > C4D > Unity)
But maybe my models are not as prone for triangulation errors
Id really not bake in substance from my experience, bakes are below xNormal from what ive seen, maybe that is the issue. Easily worst of the dedicated bakers in terms of output quality and artefacts imo. (If you bake high to low, you maybe won't notice that much of a difference with your eyes to xNormal as its a ideal scenario, but if you bake Low to Low, it really shows a dramatic difference in quality, curvature, ao, etc are insanely worse and absolutely struggle to pick up proper information and show the pitfalls of the baker that surely also affect the classic high to low, while marmoset and xn do perfectly fine at that as known.
Try marmoset or knald? really makes life so much easier. (Ive think ive seen that substance also supports "self only" bake options that may reduce the need of exploding, if you go to the AO etc tabs, you can select "self shadow per object only" in a dropdown)
Well, these characters certainly show the infamous dark-X problems at times, specially when our animators export things from Max (hence why we're keen on removing it from the pipeline). It is fortunately, most of the times, barely noticeable.
We're transferring textures from a 90k+ lowpoly to a 12k~ lowpoly (numbers in UE4 verts). Depending on the character and complexity, we can sometimes have the need to transfer up to 50 different bakes per guy. What I love about baking in Substance Designer is that it saves all the settings with which you baked everything, allows you to save/load baking presets and keeps the live-link with the bake. This is cool because if I need to re-bake, I can be confident in rebaking things with the same settings as I did before, knowing that previous unaltered areas should remain unchanged.
With xNormal I would need cages, deal with "wrong vertex index in cage" if I altered my lowpoly, and write down in notepads or somewhere the settings by which I baked each image, and maybe break things into multiple OBJs because I think xNormal didn't use Match Meshes By Name inside the same FBX file? I used xNormal before jumping to SD but I don't remember all the details - I do remember it was a pain.