You can also use Decal machine, a commercial addon, to further add detail that would normally be hard to model.īecause of the export limitation with Fusion 360, I think it's better to invest in hard surface training if you need game ready models and want to produce clean hard surface models without going through the retopology phase. ![]() In Blender 2.8, you can procedurally generate Ambient Occlusion, Worn Edges and Dirt. However, if you don't need to export the model to a game engine, you can simply use Blender to assign materials to different parts of the mesh without retopologizing or uv unwrapping. The only ideal solution is manual retopology which is unfortunately, a lot of work depending on how complex the model is. I tried ZBRush remesher but it doesn't really work well with hard surface models. It misaligns the edges when moving from one surface to another. ![]() Unity does support Quads, so it would be nice to keep that topology where possible. ![]() Quick update! Moi 3D doesn't really create the perfect ngons and quads the last time I tested it. Copy To External: will copy the current mesh into memory.
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