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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Create the base model in a CAD program, avoiding all small and unnecessary bevels (the ones you bake), keep the mesh sharp.
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:
Thanks to Cohen Brawley for sharing these settings.
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:
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:
Plasticity:
Thanks to Pascual Hernandez for sharing the settings.
Gif made by Pixellate
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
+Positives
-Negatives
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).
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