Welcome to Fusion Workflow For Weapons! I'm Howel Ganuchaud, a Weapons Artist from France and I made this guide in collaboration with Jeremy Estrellado for showing you how you can use CAD models for a game project.

<aside> <img src="/icons/exclamation-mark_gray.svg" alt="/icons/exclamation-mark_gray.svg" width="40px" /> I will explain what software's you can use, how you can achieve different results with different software's with the pros and cons of each, and I will deliver some tips here and there to help you on your journey building weapons or anything hardsurface using Fusion.

This is, of course, my personnel way of working with CADs. I'm sure you'll find other methods, shorter ways of doing things and I hope you will, find what works for you, and don't hesitate to contact me!

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Base Mesh

fusion.jpg

Create the base model in a CAD program, avoiding all small and unnecessary bevels (the ones you bake), keep the mesh sharp.

Retopology

Mid & High retopo models in Moi3D, with OBJ export values

Mid & High retopo models in Moi3D, with OBJ export values

The idea for retopology is to have 2 different models. Zbrush and Blender will benefit from one with a lot of details and topology. Another one with less topology, but not too low, you still want some room to play with, it's better to have a "mid poly" mesh and doing the optimization yourself, than having a "low poly" mesh where you need to add edge loops/details by hands.

There's two different ways for retopology after you completed your CAD model.

You can either:

Fixing shading issues on curved surface:

Sometimes, on some curved surface, you’ll get some artefacts/visible topology when creating the high poly. That’s because with the export settings from above, it will let some areas less dense. Example:

Plan de travail 1.png

You can see: Left= artefacts in the high poly - Right = the topology from the exported high topology mesh from moi3D.

To fix this, we need to put a lot more topology into these area as well, to do this, use the following settings (keep in mind that, this settings will largely make your obj files bigger):

Moi3D:

Thanks to Cohen Brawley for sharing these settings.

Thanks to Cohen Brawley for sharing these settings.

Plasticity:

Thanks to Pascual Hernandez for sharing the settings.

Thanks to Pascual Hernandez for sharing the settings.

Highpoly Creation

3d-modeling-hard.gif

When your CAD model is converted into a polygonal mesh, you can import it in Zbrush OR Blender (or any software that support voxel remeshing) for a Dynamesh/Voxel remeshing, where you will smooth everything down (edges, details). Remember to use a decimation master/decimate modifier after, due to the extremely high tris count.

Zbrush

High Poly mesh in Zbrush

High Poly mesh in Zbrush

+Positives

-Negatives

Blender

High Poly mesh in Blender

High Poly mesh in Blender

+Positives

-Negatives

UPDATE: I recently discovered the Black Mesh addon (PAID). All the voxel things are packed into one addon with more options, it definitely speeds up the process of high poly in Blender, I suggest you take a look.

Low Poly Creation

From your "mid poly" retopology, import it into the DCC of your choice, and start the optimization. Reducing cylinder sides, removing the details you will bake, connect some parts together etc...

You can find some example of topology reducing in the following photo.

Keep in mind that all the areas that we won’t see (mainly, all the inside) can be drasticly reduced or removed. For example, the last pictures with the circlular hole, that detail could be entirely removed and closed because a screw will be in that spot and we won’t see that hole. For giving you a triscount, the base mesh (mid poly exported from Moi3D with the settings above) was ~12k tris, and the final mesh is ~5500 tris (and that could be lowered a bit more).

Capture d'écran 2024-05-08 162142.png

Doing our UVs

UV packing in Blender, using UVPackerMaster addon. Remember to check “Fixed Scale = box”, this will keep the size of your islands after applying your texel density.

UV packing in Blender, using UVPackerMaster addon. Remember to check “Fixed Scale = box”, this will keep the size of your islands after applying your texel density.

Like the previous step, use your favorite software for the unwrapping. There's not much to say here, so I'm gonna link some good stuff:

Baking Process

Baking your high-poly model to your low-poly model is a straightforward procedure. The better you did the previous steps (low poly/unwrapping), the easier the baking will be. You can find some great resources here on the 3D 1.4 Baking page of the University. For Toolbag, I suggest you to check this baking tutorial from Marmoset.

My baking process in Marmoset Toolbag 4

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That's a wrap! I hope this guide was clear and consistent and that it will help shed some light on using Fusion and other software for in your CAD workflows.

Like said in the intro, this is my workflow, my way of working with CAD for Games. I'm sure there's different ways of doing this and/or various optimization possibilities. Give it a try, see how it works for you and try different things, don't hesitate to reach out, I'm always happy and open to improvements !