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From CAD programs to game engine

First of all, greetings to all my friends on the forum. I've been researching for a while, but I have a problem I can't find an answer to. I'd like to explain it to you, get help, and discuss the technical aspects. I've been working on hard surfaces with CAD programs for about a month, but I'm having serious trouble transferring them to game engines. I'd like to briefly explain the problems.

1.Topology Problems
First, I want to show you the topology of assets created by two professional 3D artists. That's what I came up with when I first researched hard surface work. For game assets, we remesh the entire area into a quad, linecutting the circled areas to the nearest point. This is how it works. One of the models is a CAD program model, and the Cyberpunk asset was most likely made with CAD (I'm not entirely sure). I didn't see any problems with the textured versions of the models I submitted, and they looked very professional and optimized.

There's a lot of stretch in the lines, and there's a mixed section. If you pay attention to both assets, the retopology is definitely not correct. But both renders look good.




This is an extremely simple and straightforward asset of mine. Based on what I've explained and seen above, I've created a much cleaner asset, but the problem is this: While the circle or curve works perfectly in the assets above, this topology logic causes light distortions in my case. I don't understand the logic behind this. Why do these assets react this way, but the topographies appear this way in mine? I'd be very grateful if someone could explain the exact logic behind this. Where exactly am I going wrong?



(I apologize for my bad English😁)

Replies

  • pior
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    pior grand marshal polycounter
    - There is nothing "not correct" about the areas you outlined in red in the Cyberpunk weapons and the other professional model.

    - Regardless of a model coming from CAD or being manually crafted and/or retopo-ed (or anything inbetween), making game assets involves knowing how geometry shades and bakes, and requires adjusting things accordingly (for instance : redirecting edges after triangulation if needed). This comes with practical experience.

    - Lowpoly shading can be further controlled by hard edges (themselves leading to necessary corresponding UV splits), as well as custom normals. In other words : depending on what is done to vertex normals, the same geometry can shade in all kinds of different ways. And various 3D software and game engines can even affect vertex normals differently by default or according to various settings.

    - Overall, the topic of using models originating from CAD in games has been pretty much solved for a while : it simply involves exporting things at the desired surface quality, and manually tweaking things from there in a regular 3D software.
  • Eric Chadwick
    The specular reflections are directly affected by the surface normals. For this asset you could try face-weighted normals, and see if it improves. I recently made a video about face-weighted normals, which is specifically for the 3d-batch-processing software made by my employer, but it might give you some ideas about how this technique works.

    https://www.youtube.com/watch?v=vONSQI3sFKA&t=25s
  • Eric Chadwick
    As for the topology problems, you could look into remeshing workflows.

    I know the retopology tools in 3ds Max can work particularly well with hardsurface assets, and some artists have come up with a nice modeling workflow there, involving various modifiers to automate much of the process, and creating a clean output surface. 

    https://www.youtube.com/watch?v=sKEu2Gs3G_U
  • nattemre
    pior said:
    - There is nothing "not correct" about the areas you outlined in red in the Cyberpunk weapons and the other professional model.

    - Regardless of a model coming from CAD or being manually crafted and/or retopo-ed (or anything inbetween), making game assets involves knowing how geometry shades and bakes, and requires adjusting things accordingly (for instance : redirecting edges after triangulation if needed). This comes with practical experience.

    - Lowpoly shading can be further controlled by hard edges (themselves leading to necessary corresponding UV splits), as well as custom normals. In other words : depending on what is done to vertex normals, the same geometry can shade in all kinds of different ways. And various 3D software and game engines can even affect vertex normals differently by default or according to various settings.

    - Overall, the topic of using models originating from CAD in games has been pretty much solved for a while : it simply involves exporting things at the desired surface quality, and manually tweaking things from there in a regular 3D software.
    By the way, as you said, I didn't see anything wrong. I followed these guys' lead. But for some reason, my model failed. Do you have a tutorial video where I can learn how to control these normals, etc.? I'm trying to understand this. Thank you for your help.
  • nattemre
    As for the topology problems, you could look into remeshing workflows.

    I know the retopology tools in 3ds Max can work particularly well with hardsurface assets, and some artists have come up with a nice modeling workflow there, involving various modifiers to automate much of the process, and creating a clean output surface. 

    https://www.youtube.com/watch?v=sKEu2Gs3G_U
    I watched both videos. They were somewhat informative and I learned some new things, but the problem is, there seems to be another problem with my topology. The shadows and lights there just aren't working. How can I overcome this? I still haven't fully figured out where I went wrong, even though I've tried different things.
  • Noren
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    Noren greentooth
    The shading is interpolated between the vertices. If the topology isn't even AND there is curvature, including the surrounding geometry, you will see uneven shading. In most of the cases from the examples for good shading you gave, the dense polygon fans seem to happen on flat areas, and at the borders of the flat areas, there are hard edges (the shading isn't interpolated) or support edges that keep the shading consistent on the inner faces.

    Then, there are custom vertex normals like in the first video that Eric linked. They can be used to keep the shading consistent even when the topogy isn't, at the very least locally. Some CAD software or converters can output custom normals and this can mess with or override the shading from smoothing groups you'd expect when optimizing your model. However, your model doesn't look unusual and like normal shading at a first glance.
    Some automatic optimizers can keep or adjust custom vertex normals according to the highpoly source mesh, which ideally preserves the highpoly look with moderate optimization. 

    In your case, it looks like the top of your element isn't coplanar with the surrounding faces or transition to the handle. Face weighted normals should indeed help with that.

    And then there's normal maps that will compensate the vertex shading by calculating the difference between the high and lowpoly per texture pixel. Many games will use that (can be combined with the methods mentioned above).
  • Eric Chadwick


    These problems are caused by the vertex normals. A video about vertex normals (found by searching for "blender vertex normals")

    https://www.youtube.com/watch?v=G78liYDHtRM
  • nattemre


    These problems are caused by the vertex normals. A video about vertex normals (found by searching for "blender vertex normals")

    https://www.youtube.com/watch?v=G78liYDHtRM
    I watched the video you posted and solved a few more things, but unfortunately I couldn't solve the shading issue completely.
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