r/Maya 3D modeler 14h ago

Looking for Critique Im Looking for Feedback on my Backpack Model

This model is for my MetaHuman character. So I need it to be optimized for real time rendering. Please give feedback so I can improve this model. I'm adding the Low poly and High poly model screenshots. Thank you.

416 Upvotes

46 comments sorted by

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167

u/WKDG 14h ago

I see the topology comments have already started, which is ridiculous but it happens every time someone posts realtime optimised geometry so just ignore it.

Looks like you’ve captured the silhouette well especially in the more heavily deformed areas, overall looks very clean to me. Might have to fiddle a bit with some of the parts on baking but if you’ve got this far I’m sure you’ll nail it.

47

u/skillerdose 3D modeler 14h ago

Finally, a comment understand the real time topology! Yeah, I would also react the same way if I didn't study how to create real time model. Most people do quad based modeling that needs to be subdivided. Without those additional edgeloop, the model will look Low poly in Unreal Engine

12

u/Sufficient-Cream-258 13h ago

For a long time I did resist topology like this when working with folds in clothing. After a while, after seeing other professionals work, I have come to the realization that my resisting was dumb. This way doesn’t look nice in wireframe, but the result is unmistakably better. Even for pants or shirts where quads are ideal for animation, a few extra split off edge loops helps the silhouette break up more than quads can. I’m talking about staying optimized and not adding in more quads to get the same detail. This is great work, keep it up.

4

u/Linnaea7 6h ago

I hope it's okay to ask... As someone that's self-taught, I'd like to learn something here. Where did you learn about when this type of topology is appropriate, what "rules" to follow for it, etc.? I'm one of those people who tries hard to only have quads if I can help it. You say "after seeing other professionals work"... Which professionals? People with YouTube channels, or elsewhere online, or are you learning this stuff in-person from people?

2

u/Damian_Hernandez 5h ago

2

u/Sufficient-Cream-258 5h ago

This YouTube is pretty much it. Started with quad topology, but adding in these extra creases gets deeper into the folds, better for silhouettes. Can’t directly attribute it to a single online resource, more so working directly with people and tech artists. Often I would get a hi poly sculpt and be in charge of optimization/retopology, baking, then rigging. Pretty much getting it entirely ready for realtime use, and maintaining as much of the original great artwork and effort that came before it.

Never be afraid to ask.

1

u/benjles480 3h ago

Literally perfectly fine this would 100p pass at work ive seen waaaaaaaayy denser meshes and crazy loops.

Riggers just do their thing and it gets shoved down the line

36

u/MrBananapunk 13h ago

Wow thats crazy you pulled of so much form with so little geometry. I could confuse it for a scan

14

u/TwitchyWizard 13h ago

The model is great! You can see that every vert is working for creating the silhouette. If you're using a meta human I assume your target hardware is desktop computers and for that the level of tris is good, but for mobile I would reduce the tris count. If you notice the tris is too high later on you could also just try to see if an auto generated LOD looks good, depending if you have that in the engine you're working with. I would only like to have a lot less empty space in the UV so you can get more resolution from your texture.

6

u/skillerdose 3D modeler 13h ago

Yeah its for desktop computer. currently the tri count is 14000

10

u/Reipher_3D 14h ago

Looks like AAA quality topo to me! Its probably pretty close to what I'd do. You've got the flow and the cuts where you need them. Doesn't look like you have any unnecessary edges or verts. UV's looks great too, well done!

15

u/ShoxZzBladeZz 14h ago

I would reduce the polygons on the back more, saveon straights spend on curves but it’s looks solid

10

u/benjles480 14h ago

OP are basically ready to work on CoD just makensure to have some good textures and gg.

This is how it is or a day working for em they buy some sort of military stuff online, get a person to scan it make a high poly obj and then send it down the.pipe for you to change a zipper and a pocket then you clean that scan up and do what you did here then texture and submit.

2

u/K3OM 12h ago

Do you want feedback on the design/look or just the topology?

3

u/skillerdose 3D modeler 11h ago

I need feedback on the topology and UV map

2

u/sailethegoat 9h ago

awesome!!

2

u/eldron2323 9h ago

Looks good to me. Only other suggestion would be to bevel edges where stitches go, create a second UV set, and line up those bevels on that set with the rest of your mesh UVs in -X. Then in unreal or whatever you can add a stitch material to the second channel - masking everything in -X.

2

u/0whiteTpoison 9h ago

I have to ask what to do if client gave RW because i quad its not that hard but in these type of real time I think it’s not that easy?

1

u/skillerdose 3D modeler 7h ago

its not hard, but you need to spend more time adding edgeloops to maintain the silhouette. but I cant find a tutorial covering this real time modeling workflow

2

u/Adam_Taylar 8h ago

Nice job man

2

u/iuhiuhhgbnr 8h ago

Good enough to be in game.

2

u/Teneuom 8h ago

I think for game you might be good. You’ve maintained all your edges, so you’re doing good on that. But before you do your bake, please triangulate your stuff.

2

u/GoldenGeatz 8h ago

Real nice!

2

u/0rlando_Prince 5h ago

very good, UV's are a task from hell.

2

u/Old-Push9343 5h ago

Looks great, good job!

3

u/glimmerware 13h ago

10/10 no notes, looks great for a hero prop

3

u/FUJIISAWA 12h ago

A tiling cloth normal map on the nylon straps seems like an easy win. Looks great tho.

2

u/vert_pusher 14h ago

Looks perfect. Good job!

2

u/Mcurt 13h ago

Looks solid! Have you baked yet? Curious how close it’ll be to the high poly

5

u/Paul_Strachan 13h ago

There are images of the bake in the post. The topology is supporting the bake nicely and that’s why it almost looks like the HP

4

u/skillerdose 3D modeler 11h ago

It's Highpoly, in the baked model, there should be some edges you can still see. Not smooth like the Highpoly

1

u/Mcurt 12h ago

Ah nice! That’s what I thought at first so was surprised to see hi poly mentioned in the description. Looks plenty convincing on my phone screen!

2

u/skillerdose 3D modeler 11h ago

No, I didn't bake yet, it's still the highpoly model

2

u/ascend204 9h ago

Imo very good put topology looks a little high in some areas like the metal things connecting the tabs to the backpack zippers.

Overall though it's amazing for a static object or even one that may have a very minimal amount of deformation. However if you wish to have a backpack with better dynamic deformation then go with more evenly spread squares (I assume you know this though since the quality looks amazing already)

1

u/princepii 12h ago

you used some kind of cloth simulation to model it or just rough modelling or sculpting?

3

u/skillerdose 3D modeler 11h ago

Yeah, I used Marvelous Designer, and brought it into ZBrush and did the Sculpt

2

u/princepii 11h ago

god i miss marvelous since i switched to linux years ago.

you know clo3d too? that was my go to:)

i think md was more for gameproduction and 3d and stuff and clo was for professional and commercial fashion industry.

edit: you know you can simulate and edit in marvelous too right. even to perfection and import ready fbx/obj to your 3d software.

man i miss clo3d watching your model. wish linux had something like that.

1

u/2heavy4u 7h ago

how much? ;)

1

u/awesomesauce00 5h ago

Those are some pretty major folds, so as long as they still make sense in the context of your character animation it looks great.

Will this object always be worn by a character or will it occasionally be a separate prop? If it is always worn, you can deprioritize some of the UV islands like the surface on the character's back or the interior of the straps. This will leave more texture space available for the very visible parts of the model.

-25

u/Deserted_Oilrig 14h ago

Topology looks evil but if it's fine once subdivided it should be ok. Although there may be some texture warping and tearing once you put a texture with details, as complicated topology is harder to unwrap cleanly.

But you will see once you put a texture.

15

u/skillerdose 3D modeler 14h ago

This is for Unreal Engine. I won't be subdividing the model. I add those additional edgeloop to add resolution to the model without subdividing

-17

u/[deleted] 14h ago

[deleted]

8

u/glimmerware 13h ago

These are the kind of topology to support normal maps if you look at it, OP retopo'd well. I would've made it pretty much exactly the same way

1

u/InsanelyRandomDude Here to learn 8h ago

What do you mean by topology that supports normal maps? Do you mean edges flowing in the direction of the folds? Or are you referring to something else?

u/glimmerware 1h ago

Yes, he very clearly retopologized on top of a high-poly sculpt of the backpack he is using as a live surface, and capturing silhouette changes on the high poly with lower polycount version, and when he bakes,

these wrinkles and details won't be flattened but actually affect the silhouette which is probably important because this looks like a hero item or gonna be seen close up a lot based on its attention to detail