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How would you optimize a machine model that has a lot of bolts and screws?

How would you optimize a machine model that has a lot of bolts and screws?

Anonymous
Not applicable
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Message 1 of 4

How would you optimize a machine model that has a lot of bolts and screws?

Anonymous
Not applicable

If I am building from scratch, I would model one screw/bolt and then Duplicate Special the rest as Instances.  However, I got a pre-built asset with no texture/UV that I need to clean up the model before exporting for a game scene.  Although, it is not too heavy, my question is how would you optimize it?  Would you re-create those screws/bolts to be instances and snap each into places for easier modification later on?

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3 Replies
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Message 2 of 4

damaggio
Mentor
Mentor
Accepted solution

Well first delete all unseen poly faces on the bolts and nuts and make sure is the lowest poly count you can make and retain good visual detail, You gonna have to bake all the small details from the high poly to make a normal map for the game engine.

Instances will have to be converted to objects at the end.

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Message 3 of 4

mihirsbcc
Collaborator
Collaborator
Accepted solution

If you already have a high poly model then you can use REMESH and RETOPO, playing with some numbers you can get a decent low res model. Then you will use your high and low poly to extract the normal map.

 

For Games, You should not create instance in Maya. because they all will be treated as objects in Game engine.

 

You export one bolt with pivot at the origin in Maya. Then you instance it in the engine and propagate your map.

It will be a good idea to watch some modular building modeling tutorial.

 

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Message 4 of 4

Anonymous
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Thanks, guys!  Glad to know that it's not necessary to "recreate" those small parts,  phew!  Understood on the high->low poly concept now, I will look up some tutorials for it, thanks!

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