Member Lauri_ Posted February 17, 2017 Member Report Share Posted February 17, 2017 I've got this piece of brick wall that I would like to re-topology so that faces that are hidden wouldn't have polygons. Just so that game engine wouldn't need to draw those unnecessary polygons and stress the scene for nothing. What tool would I need to use? Here's the mesh I'm talking about:http://imgur.com/a/4UOhk Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted February 17, 2017 Contributor Report Share Posted February 17, 2017 It appears that you want to create a seamless material. I would just cover the face with polygons and bake that. You wouldn't export an object but only its materials. Quote Link to comment Share on other sites More sharing options...
Member Lauri_ Posted February 17, 2017 Author Member Report Share Posted February 17, 2017 (edited) 19 minutes ago, Tony Nemo said: It appears that you want to create a seamless material. I would just cover the face with polygons and bake that. You wouldn't export an object but only its materials. No. I'm pretty sure you misunderstood me. I'm not talking about materials here. I just want to create retopologized mesh that has the outline shape of that brick wall piece. It currently has 3710 polygons (Because its built from brick pieces) which is a bit too much. Here's another screenshot: http://imgur.com/a/CI0Go Edited February 17, 2017 by Lauri_ Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted February 17, 2017 Contributor Report Share Posted February 17, 2017 Manual retopology allows you to control how many polygons to use. Quote Link to comment Share on other sites More sharing options...
Member Lauri_ Posted February 17, 2017 Author Member Report Share Posted February 17, 2017 4 minutes ago, Tony Nemo said: Manual retopology allows you to control how many polygons to use. So the autoretopology wont work in any way? I tried it quickly but it seemed to just recreate the individual bricks again. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted February 17, 2017 Contributor Report Share Posted February 17, 2017 You could retopologize that in minutes. Dive in! Make a big polygon and subdivide it with the Split Rings tool. Ignore the bricks as they will be baked anyway. Quote Link to comment Share on other sites More sharing options...
Member Mr.Panka Posted February 17, 2017 Member Report Share Posted February 17, 2017 It looks like a case where the algorithm is too "stupid" in a way to understand this particular situation. there's maybe a way, but you'll try to explain what to do to the algorithm for a long time ^^. you could try with the lowest poly count possible with 0% CaptureDetails and all paint with density modulator on the side maybe, but I'm not sure what autopo will do. Retopo by hand would be much faster for this type of stuff I'm afraid :/. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted February 20, 2017 Contributor Report Share Posted February 20, 2017 On 17.02.2017 at 5:13 PM, Lauri_ said: So the autoretopology wont work in any way? I tried it quickly but it seemed to just recreate the individual bricks again. Merge them into a single voxel volume first because right now it looks like the wall is made up of multiple intersecting geometry pieces. No wonder why the algorithm attempts to retopologize every single brick, when it is told to do so. 1 Quote Link to comment Share on other sites More sharing options...
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