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Auto-topo bad geometry


Antidamage
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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:

dX0cePK.png

o8B1Ygy.png

Any advice?

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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.

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