A tip for designers creating 3D scanned models

Discussion started by madefun3d

Hi there,

I've seen many great models here created using 3D scans, the textures look amazing, and hyper-realistic, which is awesome, but often the polycounts of these models are unnecessarily large. They are often created with tools that generate automatic quad retopology, or decimated triangle meshes, which creates an even wireframe, but this mesh most of the times could be optimized much more.

So my suggestion is that if you are one of these artists, please consider taking a little extra time to optimize you models.

Please don't forget that VR and realtime is the hot stuff right now and it probably will be even more in the next years. And in this industry low polycounts is still very important.

Sure, the computers are more powerful every time, but still, performace suffers if all the models have unnecessarily large polycounts.

I do not work with 3d scan data, but sometimes in my day job we have to buy models for realtime applications, and is frustrating to find an awesome model that we can't use.

I could say the same about high poly models of furniture. There are too many good models that are useless for VR, or that would take a lot of work to adapt and optimize, to the point that it would be better to make them from scratch. So there, that's another field I think is unattended.

Anyway, that's all I wanted to say.

Cheers!

Answers

Posted almost 6 years ago
0

Hey, totally agree with what you say, but .. it takes so long to do manual retopo... actually, would you mind checking out my models and tell me if you think my polycounts are good for real time stuff?

madefun3d wrote
Hi Mantas, yes, I'd say most of your models have a very good amout of polygons, specially the skulls. Others like the Nefertiti model could be optimized much more, but it is still ok. I'm talking about models out there that for a simple object use 50.000-100.000 polygons, which is just insane.

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