This is Designer Geek. Basically I am working with my friend on a game that requires a destroyed buildings. I started with the first building using booleans, but I have a series problem were the topology is messed up and need some clean up. I thought about manuel retopology, but then I found that it may consume a lot of time, so any tips to have a good topology? Note that I need a good topology in order to add more vertices for vertex paint. Thanks in regards!
Some screenshots of my damaged building :point_down
1 I donāt think it would take long to retopo such a simple shape
2 Is it even necessary? Just triangulate it and itās good to go. Who cares if the topology looks nice? You wonāt be animating it
You probably donāt even need good topology for what you are trying to do here.
If you intend to do vertex painting, you could probably duplicate the model and then do a voxel remesh on the copy, adjusting it to have dense geometry. you would then do the painting on that remeshed high-res copy, then do a āselected to activeā bake to turn the paint into an image texture for the original model you currently have.
Then, you can export the original, non-remeshed model to the game engine with that texture. The model that goes in the game engine doesnāt need to have clean topology (it might need triangulation depending on which game engine), unless it will deform, which is probably not the case for a building.
Iām a bit lateā¦ but agree with @etn249 ā¦the basic house has rectangular geometry and will have some undmaged textureā¦ with one or more boolean-ed displaced objects you can damage this in different versionsā¦ even automatically adding a different material for the ācracksāā¦ after that some texture fine tuningā¦ no retopo neededā¦ like so: