Member Antidamage Posted August 22, 2017 Member Share Posted August 22, 2017 Auto-topo is making some bad geometry: Is there a way to avoid this, or is it a case for manual fixup? Quote Link to comment Share on other sites More sharing options...
Member Antidamage Posted August 22, 2017 Author Member Share Posted August 22, 2017 So I cleaned up my geometry a bit but now I need some workflow advice. Here's my output: https://skfb.ly/6tort My source is from Reality Capture. I'm getting rough, crappy geometry around edges such as the bottom of the jaw, etc. This is basically auto-topo with subdivision (and some parts look quite bad considering it's been subdivided once) and I'm not sure what the best way to clean the bad edges up is. In this case I could go make them look like deliberate cracks and weather them, but that's not ideal for cleaner objects. Eg: Any advice? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted August 23, 2017 Reputable Contributor Share Posted August 23, 2017 I will be out of town for about 3 weeks, if you can share 3DC file today, I will try and squeeze some time in to look at it before leaving. Quote Link to comment Share on other sites More sharing options...
Member Antidamage Posted August 23, 2017 Author Member Share Posted August 23, 2017 That's ok, I just need some advice about what tool to use to smooth geometry. After watching some more tutorials, I guess sculpt mode? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 24, 2017 Share Posted August 24, 2017 Hope this help Quote Link to comment Share on other sites More sharing options...
Member Antidamage Posted August 24, 2017 Author Member Share Posted August 24, 2017 That's the one I was watching, thanks 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted August 29, 2017 Contributor Share Posted August 29, 2017 Nice skull! From what era does it come from? Anyway, back to the question. The answer depends on what you are going to do later with this model. If it's for a game engine, your best bet would be to manually retopo it and forget about automatic solutions. If it's for display in Sketchfab or for rendering in an off-line engine, what you could do is to simply decimate the scan to an acceptable level, and then utilize the result as your retopo mesh. It will be a nightmare to unwrap, but at least you will avoid those spikes around the edges. Quote Link to comment Share on other sites More sharing options...
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