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Haven't posted on this board before, so bare with me. I'm working on a gaming project with a lot of industrial/robotic style assets. For such things I'm reasonably comfortable in both blender and solidworks, but I find there are some things I can do faster in solidworks, and I'm certain I can get the solid works files into blender, but what kind of hurdles should I expect turning them into game ready assets?
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You'll most probably have to decimate your models, and given that they are hard-surface, retopologize them to keep accurate surface detail (i.e., proper fillets, smooth highlights, that kind of thing).

I'm learning Fusion 360 for a similar purpose, coming from artistic 3D modeling, however. One of the first things I did was to test format exchange. I found that using the mesher in Moi3D to export an ngon mesh from a CAD file gives a pretty decent base for retopology -- as opposed to the typical triangle soup that you'd get with common mesh export functions. So, in summary, my pipeline currently is Fusion 360 (IGES) -> Moi3D (export to ngon-based mesh) -> ZBrush/Houdini for free-form modeling and retopo -> clean, good-looking hard-surface model.
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>>641877
Thanks. I'll keep that in mind while I experiment.





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