In this demo, we will walk you through, step by step, how our toolkit processed a high-poly (over 3 million polygons) mesh on the left of the image below to a low-poly and small game-ready asset on the right.
Our input for this demo is a part for the Maya archaeology site (M71 west bank). This input is in .obj format and has over 3 million polygons.
In the preprocessing step, we need some manual input to specify which part of the original mesh is redundant and should be removed. After going through the nodes in preprocessing block, our input is cleaned up to the image shown on the right. What's more, we also need user input to define an up-vector so that the system knows the correct up-direction.
We perform multiple steps to process low-poly mesh. The four figures below show the most important 4 processes.
Output of auto poly reducing
Output of UV shading
Output of UV unwrapping
Final output of low-poly processing
To prepare for the automatic texture rendering in Substance automation toolkit, our Houdini automation toolkit also assigns different colors to different parts of the mesh that should be rendered different textures.
We bake high-poly mesh onto low-poly mesh to create a final output
Bake only Diffuse map and Normal Maps
Bake Diffuse, Normal, Opacity, Roughness, and Metallic Maps