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Anonymous No. 957777

Redpill me on the hard surface CAD to games workflow /3/. Making a high poly in Moi/Fusion/Rhino, retopoing in Maya/Max for your low-poly then baking in Substance/Marmoset isn't too dissimilar from sculpting in ZBrush and retopoing in your 3D package of choice for characters, right? I'd rather use CAD to design and sketch out weapons instead of having to mess around with vertex modelling to get what I want. Pic related is an example of some of the hard surface kits in The Callisto Protocol made this way.

Anonymous No. 957780

I forgot to mention but a high poly made in a CAD program could then be brought into ZBrush to add imperfections. I'm struggling to see the downsides of this approach outside of time I guess but even then I'm quick and I'm not working in a studio environment so who cares?

Anonymous No. 957805

>>957777
isnt CAD used for arch purposes? can it even do proper hard surface modelling? why not just make the high poly in maya/max, decimate or retopo if needed then texture it in substance?

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Anonymous No. 957876

>>957805
>can it even do proper hard surface modelling?
Are you really asking this question? Making pic related is 10000x faster in a CAD program than in a DCC

Anonymous No. 957892

>>957876
wait really? then why do game devs never bother with cad but either max or maya for their modelling needs?

Anonymous No. 957894

>>957892
>then why do game devs never bother with cad
They do. The pic I posted in the OP is from a game that came out last year and that's mostly CAD that was cleaned up. The boolean -> remesh workflow is also solid but even then it's way quicker working in CAD.