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Retopologizing VR and Game Assets Using Blender* This article covers how to both retopologize a mesh to a clean, low-density model, and then UV unwrap that mesh to support adding texture maps to the new model. It also discusses the use of free tools like Blender* and its BSurface add-on for retopologizing a sculpted 3D mesh. About Retopology Retopology is the act of rebuilding a 3D mesh so it's lower in size and designed cleaner for use. Retopology may seem like just busy work in the 3D creator’s process, but it is a key task and also allows flexibility in working with your models. Most original meshes, built using 3D modelers, sculpted, or scanned, capture a level of detail to make the model look good. However that same detail creates a large file that is difficult on reads, writes, and memory for your target application. Also, most highly detailed meshes can have too much detail or be nonsymmetrical, creating odd or unwanted creases, folds, and movement when animating the mesh.

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Page 1: Retopologizing VR and Game Assets Using Blender

RetopologizingVRandGameAssetsUsingBlender*

Thisarticlecovershowtobothretopologizeameshtoaclean,low-densitymodel,andthenUVunwrapthatmeshtosupportaddingtexturemapstothenewmodel.ItalsodiscussestheuseoffreetoolslikeBlender*anditsBSurfaceadd-onforretopologizingasculpted3Dmesh.

AboutRetopology

Retopologyistheactofrebuildinga3Dmeshsoit'slowerinsizeanddesignedcleanerforuse.Retopologymayseemlikejustbusyworkinthe3Dcreator’sprocess,butitisakeytaskandalsoallowsflexibilityinworkingwithyourmodels.Mostoriginalmeshes,builtusing3Dmodelers,sculpted,orscanned,capturealevelofdetailtomakethemodellookgood.Howeverthatsamedetailcreatesalargefilethatisdifficultonreads,writes,andmemoryforyourtargetapplication.Also,mosthighlydetailedmeshescanhavetoomuchdetailorbenonsymmetrical,creatingoddorunwantedcreases,folds,andmovementwhenanimatingthemesh.

Page 2: Retopologizing VR and Game Assets Using Blender

Toavoidthis,you’llneedtoretopologizethemeshtoamorebasic,usablestructure,andthentransferthedetaileddataaboutthecolor,bumps,andcreasesoutofthe3Dstructureandinto“baked”2Dmaterialsmaps.Thisallowsthe3Dmeshtobeamuchsmallerfilewithfewervertices,yetproducethesameresultsinrendering.Intheimagesabove,theoriginalmeshwasreducedfrom500,000facesto2,000faces,yettheoutputlooksrelativelythesame.

Whatyouneedtogetstarted:

• PC,Mac*,orLinux*computer;Intel®Core™i5ori7processorrecommended• Blender3DwiththeBSurfaceadd-onenabled(freetodownload)

Blender*andBSurface

Blenderisafree,full-purpose3Dmodeling,rendering,andanimationstudio.Withthispowerfultool,youcancreatesimple3Dobjectsorproduceafull-featuredanimatedfilminBlender.ForthepurposeofthisexercisewefocusonthemodelingsideofBlender.IfyouhaveneverusedBlenderbefore,IsuggestwatchingthisgettingstartedvideotolearnhowtosetupBlenderforgoodresults.

Video:https://www.youtube.com/watch?v=dg6HyERe0Qg&t=503s

Todotheworkinthistutorialyouwillneedahightopology3Dmesh.ForinstructionalpurposesweusedtheSuzannemonkeyheadmodelthatisameshobjectinBlender.Tocreateahigherdensityversionofthismodel,onewithover500Kvertices,followthesesteps.

1. AddMesh,andthenselectSuzanne.2. UndertheToolspanel,selectSmooth.3. UnderthePropertiespanel,clickthewrenchicontogettomodifiers.4. AddthemodifiercalledSubdivisionSurface.5. SetSubdivisionto5.6. ClickApply.

RetopologyUsingBSurface

Thefollowingretopologystepsarecoveredinthisvideo:https://www.youtube.com/watch?v=9tWeZLSXBYc&t=6s

Page 3: Retopologizing VR and Game Assets Using Blender

SettingupBSurface

ToinstallBSurface,fromtheFilemenu,clickUserPreferences.SelecttheAdd-Onstab.Searchfor“bsurf”.Ontherighttheadd-onforBSurfacewillappear.Toenable,checktheboxtotheleftofitsname..BSurfaceshouldnowbeinstalledandenabled.

InorderforBSurfacetoplaceverticesintherightplacelinedupwiththeoriginalmodel,you’llneedtohavetheoriginalmodelloadedandinitiallyselectedwhileinObjectModeinthescene.Thentocreateyourretopology,addaplane,whichcreatesanewasset.GototheEditmenu,andthenselectSnaptoFeatures.

ToconfigureBSurface,fromtheToolsmenu,selecttheGreasePenciltab.Thendothefollowing:

• SelectContinue.• UnderDataSource,selectObject.• UnderStrokePlacement,selectSurface.

Youmayfindyoucanmovesomeofthevertices,edges,orfacesaroundmanually.Togetthoseitemstoalsoclingtothesurfaceofyourmodel,selectthefollowingwhileinEditmode:UnderSnap,selecton,andthenunderSnapElement,selectFace.Finally,clickthenextfouriconsonthebottomright.

Page 4: Retopologizing VR and Game Assets Using Blender

YouarenowreadytouseBSurface.

Creatingyourfirstgridmesh

BSurfaceautomaticallycreatesameshbasedonafewlinesyoudrawovertheoriginalmesh.

• Youonlyneedtodrawafewparallellinesinonedirection.BSurfacewillcreateacrossingmeshbasedonthoselines.Donotdrawlinesfromdifferentdirectionsorincrossingdirections.

• IntheToolstabundertheToolspanel,youwillseeBSurface.ClicktheAddSurfacebutton.

• Toadjustwhathasbeencreated,setthenumberofCrossstrokesorFollow(linesbetweenthelinesyoudrew).YoucanalsoclearLoopsonstrokesifyouwantBSurfacetoignoreallbutthefirstandlastlinesyoudrew.Followwillnowbesubdivisionsbetweenthefirstandlaststroke.

Page 5: Retopologizing VR and Game Assets Using Blender

Creatingaradialmesh

Oftenyouneedameshthatcirclesaroundanarealikeaneyeormouth.Tocreatethesetypesofmeshes,simplydrawevenlyspacedradiallinesfromtheareayouarecircling.

ClickAddSurface,andthenselectCycleCrosstoclosetheradialandsetthenumberofcyclecrossesneeded.

Page 6: Retopologizing VR and Game Assets Using Blender

Asbefore,clearLoopsonstrokestosetthesubdivisionsmoreevenly.

CornerFill

Youwillfindyouoftenhavetwosidesofameshcompleted,butyoustillneedtofillthemeshbetweenthem.Todothat,selectallthepointsonthetwosides.UseSHIFT+RIGHT+CLICKtounselectthepointinthecorner,andthendrawoneofthemissingsides.Intheexamplebelowthetopandrightedgesweresetandselected.Abottomedgewasdrawn,followingthecurveofthemeshpoints.ClickAddSurfacetofillitin.

Page 7: Retopologizing VR and Game Assets Using Blender

ConnectingMeshes

Toconnecttwomeshes,selectallthepointsyouneedtoconnect.Besureyouhaveselectedthesamenumberofpointsoneeachside.Thenimagineaseriesoflinesbetweenthem.Drawatleasttwoofthoselineswiththelastlinedrawingoveronesetofhighlightedvertices.

Page 8: Retopologizing VR and Game Assets Using Blender

YounowhavethebasicsofBSurfaceneededtoquicklyretopologizeamodel.ContinuetouseBSurfacetocreateafullmeshoveryourhightopologymodel.

UVUnwrappingandAddingDetailedTextureMaps

UVunwrappingisakeypiecetotheprocessandisapartofthepipelinethatallowsyoutogetdetailslostfromyourhightopologymodelontoyournewlyretopologizedmodel.

UVunwrappingistheprocessofdefininghowa2Dimagewillbemappedoveralltheverticesinthemesh.Imagineaworldglobewhereyouhaveasmoothsphereandplantohaveaprintedimageoftheglobe’sfeatureswrappedontotheglobe.Forthe2Dimagetowrapovertheglobe,youwillneedtomakecutsintotheimageinawaythatallowsthatimagetowrapproperlyoverasphere.Thisiscalledamapprojection.

sourcewikipedia

For3Dmodeling,UVunwrappingofamodelallowsyoutodefinethisprojectionpattern,whichworksasaguideforallsortsof2Dinformationtobemappedoverthe3Dobject.Intheglobeexample,youcouldbakeinformationinto2Dimagemapsforthecolor,roughness/gloss,andheightinformationforthelandorwateroftheearth,andthenhavethatprojectedontothesphereusingtheUVmap.

Page 9: Retopologizing VR and Game Assets Using Blender

BelowisanexampleofaUVmapofa3Dalienheadmodel.Theleftimageiscalledacolormap,andthemiddleimageiscalledanormalmaporbumpmap.Bothimageshaveawireframemeshflattenedoutovertherespectiveimages.ThisflattenedoutmeshpatternistheUVmap.

Whatyouneed

Forthispartofthetutorial,youneedahighpolymeshwithtexturedetails,whichisafileyoucanuse,oralternativelyyoucantakethehighpolyobjectyoucreatedandaddedtexturedetailsusingSculpt.Thelinkedfileisanexampleofthemonkeyheadsculptedwithwrinklesandlinesandskinfolds.

Firstbesurethehighpolymeshandtheretopologyorlowpolymeshareinthesamespace.SettheirX,Y,andZcoordinatestothesamelocationusingthetranslateoptionsinthepropertiespanel.

Thestepsthatfollowarealsocoveredinthisvideo:https://www.youtube.com/watch?v=ouZB0GqF9PU

Step1:MarkingSeams

Marketingseamsistheprocessofselectingwherethemeshwillcutorbreakapartinordertobeaflat2Dpatternofthe3Dmodel.Thinkofseamslikeseamsonashirtorplushtoy,wherethe2Dmaterialwillbestitchedtogether.Andlikethoseseamsyouwouldn’twanttoomanyofthem,norwouldyouwanttoputseamsinhighlyvisibleareas.Putthemwherethereisalotofgeometrythatcurvesaroundandwhereitmakessensetohavenaturaledges.Whenbakingtexturemapsaswearedoing,theseamswilllikelynotshow.Howeverifyouuseproceduralmapsofnoiseorotherpatterns,thosepatternswilloftenbreakattheseams.

Tomarkyouseams,selectyourLowPolyObject,andthengotoEditmode.SelecttheEdgeselectiontool,andthenselectwhereyouwantyourseamstogo.

Page 10: Retopologizing VR and Game Assets Using Blender

• SelectMeshMenu>Edge>MarkSeams.Dothisforeveryseamyouwanttomark.

Page 11: Retopologizing VR and Game Assets Using Blender

Seamswillappearasred-colorededgesonyourmodel.

Step2:UnwraptheLowPolyMesh

Thisstepisstraightforwardandconsistsofunwrappingthemodel,andthencreatingatexturefiletobemapped.AgainyouneedtobeinEditmodeofyourlowpolymodel.Selectall,verifyingthateverymeshfaceisselected.Type“U”tobringuptheUnwrapmenu.SelectUVUnwrapatthetopofthemenu.

FortheUVmaptowork,you’llwantitasaguideforatexturefileyouaregoingtobakeorrender.CreateanewviewportwindowandsetthatviewporttoUVImageEditor.UnderImageinthatviewportselectNewImage.

Setanydesiredresolutionoptions,giveitaname,andthensave.

Page 12: Retopologizing VR and Game Assets Using Blender

Itshouldnowbeablackimagewithnothinginit.YouhowevercanseetheUVmapovertheblackimage.

Step3:BakeaNormalMapoftheHighPolyMesh

Inthisstep,youwill“bake”thetextureinformationonyourhigh-resolutionmodeltoa2Dimagefilecalledanormalmap.Thistexturewillthenbeaddedtothematerialonyourlow-resolutionmodel.Thefirststepistomakesureyourlow-resolutionmodelhasamaterialwithatextureinit.

Selectyourlow-resolutionorretopologymodel.InthePropertiespanelgototheMaterialstab.Ifamaterialdoesn’talreadyexist,addamaterialandselectNodes.(BesureyourrendersettingsatthetopoftheBlenderapplicationaresettoCyclesRender.)

Page 13: Retopologizing VR and Game Assets Using Blender

OpentheNodeEditorbysettingoneofyourviewportstoNodeEditor.FromtheAddmenu,selectTexture,andthenImageTexture.

Withthisadded,setthefiletothenameoftheUVimageyoucreatedintheprevioussection.AlsosetittoNon-Colordata.

Nextyouneedtoselectthebakesettings.UnderthePropertiesPanel,selecttheRendersetting,whichisthecameraicon.ScrolltothebottomtotheBakesectionanddothefollowing:

• ForBakeType,selectNormal.• ForSpace,selectTangent.• SelectSelectedToActive.• SetRayDistancetobeatleast1.00.

Page 14: Retopologizing VR and Game Assets Using Blender

Thenextpartcanbetricky.Youneedtoselectbothmodels,butyoualsoneedtobesuretofirstselectthehigh-resversion,andthenthelow-resversion.BesureyouareinObjectModeandnotEditMode.

OnceinObjectmode,usingtheAssetInventorypanel,verifythatboththehightopologymodelandthelowtopologymodelarevisibleandhavetheeyeiconstotherightoftheirnames.Selectthehightopologymodelsoitappearsinwhite.Right-clickit,andthenclickSelect.Youshouldseethemodelselectedingoldwithitsnameinthe3DViewport.

NowpressandholdtheSHIFTkey,andthenright-clickthelowpolymodelinthe3Dviewport.Thisactioncausesthenameofthelowpolymodeltonowappearinwhite,thelowpolymodelwillbenamedinthe3Dviewport,andtheselectioncolorwillchangefromgoldtoorange.Withthatdone,clickBakeintheRenderpanel.

Page 15: Retopologizing VR and Game Assets Using Blender

Step4:Applythenormalmaptoyourmodel

Inthisfinalstepwetakethebakedfileandconnectittothematerialofourlowpolymodel.Firstyou’llneedtosavetheBakedrenderfromthelaststep.Inyourviewport,undertheUVimagemap,firstverifythatthenameofyoursavedUVmapislistedinthefilebrowser.Theimageshouldbeshadedblue/purple,similartotheimageshownbelow.TheimageontheleftshowsthenormalmapwheninEditmode;theimageontherightshowsthebakedimagewhileinObjectMode.WhileintheUVMapImageeditor,selecttheImageMenu,andthenclickSave.

Wearenowreadytoconnectthistexturetoourmodel.

GototheNodeEditorwhereyouhavetheTextureImageNode.ConnecttheTextureNodetoaNormalMapNode.YoucangetthisNormalMapNodeundertheAdd>Vector>NormalMap.

Page 16: Retopologizing VR and Game Assets Using Blender

ConnecttheNormalMapModeintotheNormalslotonthePrincipledBSDFShader.Youshouldnowseeallthedetailsfromyourhigh-resolutionmodelinyourlow-resolutionmodel.

Youhavenowcompletedamajorpartofthe3Dassetworkflowforuseingamesorvirtualrealitysoftware.Inadditiontotexturingnormalinformationonamodel,youcantexturewithothermaterialmapsthatcreaterealisticskin,hair,orothermaterialsfromcrackedconcretetoscratchedgunmetal.Forreferenceonthisnextworkflow,doawebsearchonPBRmaterialsusingtoolslikeSubstancePainter*andBlender.

NoticesNolicense(expressorimplied,byestoppelorotherwise)toanyintellectualpropertyrightsisgrantedbythisdocument.

Inteldisclaimsallexpressandimpliedwarranties,includingwithoutlimitation,theimpliedwarrantiesofmerchantability,fitnessforaparticularpurpose,andnon-infringement,aswellasanywarrantyarisingfromcourseofperformance,courseofdealing,orusageintrade.

Page 17: Retopologizing VR and Game Assets Using Blender

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Copiesofdocumentswhichhaveanordernumberandarereferencedinthisdocumentmaybeobtainedbycalling1-800-548-4725orbyvisitingwww.intel.com/design/literature.htm.

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