Converting Complex NURBS to Polygons - Best Workflow?
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Hey everyone,
I've been given high-detail CAD files (STP) of smartphone cases to texture and render with photorealism. I've found that the NURBS-to-Poly process is very time consuming and many times inaccurate, producing meshes with normals facing all different directions, and in many small pieces, instead of a single mesh. What's frustrating is that the cases look relatively simple, yet they are extremely difficult to convert and UV map:
Do you all have any suggestions for me to speed up this process? I've tried many different tessellation types and processes to speed things up. Obviously quads topology is what I'm always after, but the fact that the models are NURBS and in many different small pieces makes it very time consuming to merge them in any clean way.
As bad as this screenshot looks, the cleanest topology I can come up with currently is to use Standard Fit which leaves me something like this:
Yeah... fun..
Then I have to take the thing into Substance Painter to texture it, so you can imagine how long this is taking.
Any help or advice would be greatly appreciated.
Thanks,
-Andy