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How did I deal with… Developing a Retopology Workflow for XReality Props

How did I deal with… Developing a Retopology Workflow for XReality Props
First testing a lot of methods to automate the retopology from STL:
• None gave efficient results without cleaning up via sculpting
• All of them covered flat regions with hundreds of faces
• Most made unnecessary subdivisions on curvatures
• None of them were able to reproduce the curvature variation in all cases.
You need clean, simple topology for XReality assets, because your upload times depend on your polygonal count. That’s why I decided to use manual retopology based on edge loops:
• Starting with a 3D scan, importing it into Maya as an STL
• Making the scan surface live
• Blocking out using Quad Draw on flat regions
• Extruding planes on round corners using 3 edges to keep curvature clean and adaptive for my smooth node.
Take a closer look into the retopology process for 3D props here: https://www.3dartviz.com/skills/skills-3d/modeling/modeling-prop-asset-xreality.html#retopology

Retopology process using Quad Draw in Maya.

Retopology process using Quad Draw in Maya.