Luckily (for me) Blender has a number of good tools to fix most normal issues.
![i3dconverter i3dconverter](http://www.3dprint4ever.fr/wp-content/uploads/2014/08/i3dconverter.jpg)
The worst that can happen is when someone decides to save a cad object in a file format that scrambles the normals (or uses a 3d tool that doesn't properly maintains these). This is also something that a good cad/3d file converter will take care off. This doesn't matter in most cases as long as the DCC supports a good normal/shading feature set and is capable of smoothing the normals where required (round surfaces) and keeping sharp normals along the edges.īut in my experience the normals of imported CAD models may need fixing, depending on the source. That's where things may get hairy, and a lot of ugly topology is often introduced.
![i3dconverter i3dconverter](http://file.bodnara.co.kr/logo/insidelogo.php?image=%2Fhttp:%2F%2Ffile.bodnara.co.kr%2Fwebedit%2Fhardward%2Fcpu%2Fintel_corei7_965xe%2FE5146301.jpg)
But generally CAD objects are NURBS/bezier surface based and these must be converted to polygons before import in a typical DCC. The artist may have to fix some things, and then the same workflow as : a normal map is baked and applied.Īccutrans, Okino, Cad Assistent, etcetera convert objects from one format to another. If done well, it may be very hard to spot the difference between the high density original and the optimized version.Ģ) an autoremesher is used to generate a lower-poly mesh. Typically a normal map is baked based off the original sculpted model which is then applied to the lower-poly object to fake the sculpted details. The drawback is that this takes time to do properly, but if the artist knows what they are doing (good knowledge of poly topology) the result is a very optimized lower-poly version of the original sculpt. In most DCCs various tools are available to assist with this.
![i3dconverter i3dconverter](https://img.itw01.com/images/2018/11/24/21/1303_AgMY9g_YBCZTE3.jpg)
#I3dconverter manual
To generate that lower poly mesh 2 methods are used, and often they are combined for best effect.ġ) manual retopology by the artist. While sculpting gives the artist a wealth of freedom, the resulting mesh is a very VERY dense one, which cannot be easily uv mapped or rigged for animation.Īnd that means a lower resolution mesh must be prepared first before the model is handed off for use in the next stage (texturing, rigging, lower resolution poly object for export in a game engine). Remeshing is typically used in the sculpting workflow to model objects - generally more organic shapes such as characters and animals. Remeshing serves a very different purpose than file conversions.