Hi
I did consider asking this on the Autodesk forum, but then realised Polycount would probably be better as the folk on the Fusion forums don't understand the game modelling workflows used.
Is it possible to export a model out of Fusion into another package so it's in quads? I've read varying things such as 'you can ...sort of' to Autodesk 'looking into implementing such a feature', which was a post back in 2015...?, to someone posting a link to ArtStation that uses some method I don't quite understand. I'm guessing that involves some other 3D modelling package I'm not familiar with; haven't really studied it properly.
I've finally finished the mech I've been working on in Fusion, but taking it into ZBrush and converting it into quads looks to be proving a bit tricky and time consuming. And that's with using ZModeller and Polygroups. :-\ That's the only method I've been shown, too. I'm curious what methods others have used. I'm sure there's some very useful approaches out there I'm not familiar with, so I'm more than happy to be educated. Just as a heads-up though, I've not used any sculpting methods within Fusion. It's mainly been Solids, Surfaces, and a tiny bit of Sheet Metal, which has now been converted to a Solid.
I suppose, worst case scenario, if there's no other ideal method I can use, the only thing that comes to mind would be to retopologise what I have, and then convert that into my new high poly by subdividing it. And then from that - get the low poly, too. Only downside I can think of, is that if I try to project any details to it from my original, it's going to transfer the faceted look it currently has. :-\
Thanks
Oh. And this is the mech I've made, which I've been covering in my sketchbook on Polycount:
Replies
If you're using max you can import the object as a cad model and have some control over the surface parameters - this is handy as a starting point for your low poly mesh although iirc it still triangulates.
Historically what I've done when generating my game mesh is try to clean up as best I can using quadrify or similar tools and then just rebuild or manually retopologise complicated bits.
It's looking like I'll just have to retopologise what I've done and turn that into a high poly. At least there's nothing produced in Fusion that needs projecting from the original.
I was just reminded that Simplygon 10 has a quad remesher now - I sat through a demo of it all recently and completely forgot about it.
It's very impressive although not exactly priced for the home-gamer
Yeah, I didn't think of those. Might be worth a try. Thanks.
From what I've sampled so far, even when I've tried re-exporting a piece out, it's exported everything. But everything is in separate parts within ZBrush. Wouldn't Decimation triangulate it more though? When the models are imported, the triangulation looks similar to how Unreal would probably do it...? Actually, no, it's probably more similar to manually triangulating a mesh based on the placements of the edges. As mentioned above - some shapes ZRemesh perfectly fine, like spheres, cylinders and some blocky parts. It's just the bigger elements, like the torso and the head that are an issue as it's one big mesh.
Oohh. Simplygon 10, huh... Not heard of that. Looking on the site, there's a free one...? I'll look into it. Thanks for the heads-up.
Judging by this it wants quads as input so you're back to square one anyway I guess.
https://documentation.simplygon.com/SimplygonSDK_10.1.11000.0/concepts/quadreduction.html#overview