I am working on a product animation and I only have the nurbs objects. I exported them to obj so I can continue working in blender.
Obviously the surface now has a messy topology with many triangles and lines which makes it hard to work with.
Especially the tiny holes on a rather big surface are giving me a headache
Any tips on how to clean stuff like this up? Are there any addons you use?
Payed ones are ok for me
I have done similar projects (this is not an advertisement)
Sometimes I ended by creating new part from scratch, sometimes I have been using weighted normals modifier a lot to get as low shading errors as possible, sometimes it was easier to mask some artifacts. Overall I was happy with it
The usual NURBS-to-obj answer would be retopology recommendations. But for a product animation the first consideration is usually not spending more resources (mainly your time & money) than youâre getting for the job. So Iâd start with:
Hard to work with how? Most of the âobviousâ issues with messy / trigon topology wonât apply to a hard-surface model with a camera animated to swoop around it. Are you having shading issues? Blender has some solutions for that which donât require retopology (if youâll be doing the animation in Blender, and if thatâs the problem youâre having). Do you need specific images on the surface of the product, so you want to make a good UV map? Decals donât require retopologizing the object, and might be a better solution. Are you rigging the object into a character, so it needs to look good flexing in ways the product itself never will?
If you really do need to retopologize, do those holes need to be modeled in, or should they be baked into a normal map? 'Cause thatâs two different retopology issues, and different retopology addons (or separate apps) are often better at one than the other.
Given that the product may (now or in future) be recognizable, itâs understandable if you donât want to reveal too much of what youâre working on. But more info on what youâre going for and under what restrictions would probably help people here to help you.
Any reason why this might be problem ?? Tried to do some similar topology⌠there seems to be no problem on the left using smooth sahding and autosmooth with ~15 degree using cylinders with only 32 verticesâŚ
I donât know where and when, but I heard that the more geometry you have the longer the render times will be. So I try to optimize it a little.
I know N-gons are not the absolute worst, especially if they are just 2D flat faces, so I actually work with them. I still asked this question because I also see this as some practice for me and maybe I can learn somthing new from you guys
But especially later I need to create some UV Maps and a clean topology would help me there (I guess?..).
My biggest problem is: Too many triangles and overall bad topology make it impossible to Alt+Click fast closed-vertecies-selections and have a fast workflow. So this is also a reason why I try to clean up the very messy parts of the object.
But I also know I dont want to spend too much time on this because the creation of this animation is not payed by my working hours
Anyway thank you for your time writing a response
Also plasticity for 149 $ (indie license, or studio with more features for 299)
Edit: Well no actually, the âsubdivisibleâ quad part is for curved surfaces, so flat stay flat either as a single quad, ngons or triangles according to the export settings.
Just use limited dissolve, but itâs gonna leave a big ngon with two edges that canât be removed except if you add more edges and localize them as you want and then dissolve the edges you donât want after. (Itâs a bmesh thing, so blender doesnât fully keep a single big ngon with multiple corners or holes, for example in a circle with lots of segments with single ngon this doesnât happen)