Reducing Poly Count on Scanned and Imported Objects - Breaks UV texture
A question for any of you that 3D scan your own accessories or buy high-resolution scans -
They can be huge and really slow down simulation. My easiest way to resize is the "decimate" modifier in Blender, but that breaks the UV and the texture shows up like static. A google search shows to use options "planar" and "delimit UVs" but then it does not become much smaller. How do you resize your shoes/hats/trim/etc and keep the texture looking correct?
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If I'm scanning something myself, I retopologise (could use Blender here or Zbrush) and reproject the texture back on using Metashape. See this article for example: https://bertrand-benoit.com/blog/the-poor-mans-guide-to-photogrammetry/
And if you want to do it to an existing model you will need to bake the high-poly details on to the low-poly mesh after decimating/whatever. This explains it well: https://sketchfab.com/blogs/community/retopologise-3d-scans-low-poly-game-assets/
Adam0 -
Old-ish articles by the way, but the info is all relevant :)
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