Making 3D-scans more mobile-friendly and increasing online audience reach: Introduction to manual retopology
Workshop ID:
WT-01
Workshop Title:
Making 3D-scans more mobile-friendly and increasing online audience reach: Introduction to manual retopology
Organizer:
Angel Leelasorn
Time (in JST and UTC):
July 25 12:00-15:30 (JST)
July 25 3:00-6:30 (UTC)
Maximum number of participants:
10
Description:
Do you have 3D scans of real-world artefacts you want to share online or implement in a VR/AR build, but you are concerned that the large file size will drain your potential audience’s mobile data and prevent them from viewing the artefacts altogether? Or cause them motion-sickness from framerate drops in VR? This workshop will introduce you to manual retopology, a performance optimisation method that simplifies 3D models while retaining all of the details and intricacies. Manual retopology has been in use in the video game and VFX industry for decades and proven to be extremely powerful for real-time rendering.
Aim of the workshop/tutorial:
Participants of this workshop will learn how to convert scanned 3D models with large file size into ones that are more mobile-friendly as well as the fundamental knowledge of performance optimisation. By adding manual retopology to their skillset, they will be able to create and publish optimised 3D models that are much more accessible to the public.
Outline:
Part 1 - Autodesk Maya
Navigation, camera control and user interface introduction
Creating meshes, vertex deformation and extrusion
Basic manual retopology on a scanned object with simple geometry
Part 2 - Autodesk Maya
Manual retopology on a scanned object with complex geometry
Part 3 - Substance 3D Painter and Substance 3D Designer
Creating a diffuse map by transferring texture from the original model using Substance 3D Designer
Baking details from high-poly model onto low-poly model in Substance 3D Painter