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From: PaQ
Tweak first "Angle" and (optionally) "divide large than" to get a nice overall resolution on high curvature area (silhouette).
You can then use "Avoid smaller than" this remove excessive geometry in fillet area.
This alone will already produce a mesh lighter than the default angle 12, with better silhouette, and good quality surface.
A poly reduce in your DCC (according it preserve vertex normals) can be a last touch.
Left : default export value (6500 tris), Middle : "optimized" one using advanced MoI settings (4900 tris), Right : polyreduced-LOD (2440 tris).
I hardly see any difference, the middle model will handle close-up way better tho.
If you expect low poly game asset where every triangle "count", using a CAD mesher is probably not the ideal tool. Imho MoI provides a lots of control over the mesh quality with a comprehensible set of options, it's just the best for the task. I had no shame to produce game assets using it, even tho it was only for prototype content. But yes you have to give up on what you usually produce by manually poly modelling assets, as you don't have direct control over the topology.
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From: Michael Gibson
Hi rom, maybe I can detect these kind of n-gons and do some additional refinement just on them.
- Michael
From: rom
@PaQ thank you, of course I use it, and lately folks at Autodesk put lots of efforts to improve the Retopo modifier. There're hints that they will push it even further.
https://www.youtube.com/watch?v=qtj3rvL2pUI&t=161s
But its still doesn't mean Moi's exporter can't be improved :)
>>Hi rom, maybe I can detect these kind of n-gons and do some additional refinement just on them.
Awesome Michael, thank you for attention
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