Best .obj export workflow for GAME ENGINE (high poly etc?)

Best .obj export workflow for GAME ENGINE (high poly etc?)

thoreaubakker
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Best .obj export workflow for GAME ENGINE (high poly etc?)

thoreaubakker
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Advocate

Hi All,

I did a little searching before posting but didn't find what I'm looking for yet. Sorry if If this is an obvious question.

 

When I export a smooth body (originally sculpted in T-Splines) as an .obj, later, in a 3D app like Cinema 4D it looks low poly.

 

I'm hoping to visualize sculpts (art objects) using the Unreal Engine as a 'virtual gallery', and wondering if anyone has any tips for getting these beautiful models out in their most true form.

 

The engine allows high quality real time rendering, and my machine is up to spec for high quality graphics. My bottleneck now is finding out how to export these models in all their glory!

 

Bonus points for suggestions on a workflow to 'paint / texture' these amazing T-Spline body exports!

 

Thanks Much,

Thoreau

 

p.s. I have access to Maya & ZBrush at school if that helps.

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thoreaubakker
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Advocate

Here's an example of the issue I'm having.

I exported the obj on the high setting from the 

 

resolution.PNG

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Message 3 of 4

TrippyLighting
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Accepted solution

What you are exporting from Fusion 360's Sculpt environment is a control cate and that by nature is low poly.

When in Cinema 4D you have to apply Catmull-Clark subdivision. IN don't know how that's done in C4D but in Blender that's a modifier.

 

The subdivided result is than what you'd export.

However, the object in your screenshot really does not look the low poly. You might just have to change the shading mode in the Unreal engine  from flat to smooth (phong shading).


EESignature

Message 4 of 4

thoreaubakker
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Advocate

Hey @TrippyLighting

 

My apologies for the delay, and much thanks for your reply!

This is super helpful, and I really appreciate it.

 

Catmull-Clark and Phong coming up..  

 

Thanks again,

 

Thoreau

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