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Are you planning on releasing the UE4 project to the public? Or only builds? I'd love to play around with it in the editor if possible!

by mr. Awesome
3 hours ago

Fucking AWESOME!

Please make the second floor..!! and if you've done it please tell me where can I find it...??!

Fusion 360 for Games
18 April, 2018
Opinion
Tutorial

Stefan Wacker (check out his recent post on kitbashing in VR), a Senior 3D Artist
 has shared another exclusive article with the 80 Level community. This time, the artist shared some tips on the way you can use Fusion 360 for games. 

Introduction

In the last few years Fusion 360 became very popular among 3D artists.

Its capabilities of dealing with complex booleans and edge beveling of difficult forms made it the tool of choice for more and more hard surface artists.


A downside has always been the mesh triangulation if you want to export your CAD model for usage in games.

This is what a common export looks like.


It is okay for rendering a concept e.g. in Keyshot.

For unwrapping or further editing, it would be a mess.
There are workarounds to untriangulate the exported .stl or .obj., but let me show you a way of exporting a rock solid n-gon mesh for making it game ready. 

Let’s start in Fusion …

… and create something.

Next, go to the export tab and save your project as a .sat file.

 

It’s time for a Moment of Inspiration

Like Fusion 360, Moi 3D is one of my favorite 3D programs out there. Now load the .sat file in Moi 3d and again, hop to the export tab.


Save the asset as a .lwo (lightwave) file.


You have got full control over the polycount in the Moi 3D exporter.


Modo

In Modo, you can open the .lwo file. 
 Now look at this:

All your bodies from Fusion 360 are available as perfect editable n-gon meshes.
You can unwrap and edit the asset and push it to Substance Painter, Unreal Engine 4, Unity 3D, etc. 

Have fun!

Stefan Wacker, Senior 3D Artist

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5 Comments on "Fusion 360 for Games"

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Xathian
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Xathian

Is there a step I’m missing here? When I import the lwo into Modo every single vert is unwelded, and there are thousands of verts that are aligned with clean edges so they have no other vert to weld to. Effectively every ngon on the mesh is it’s own unattached face. I just tried this with a simple mesh and it took so long to fix the lwo into a usable state that it would be faster to model the low poly from scratch.

prince3934@gmail.com
Member
prince3934@gmail.com

That’s awesome.

diegographics@outlook.com
Member
diegographics@outlook.com

Wow, that’s great. Have to try this out!

Zentax
Guest
Zentax

You can also export as STL file, import into Zbrush, use ZRemesher to re-topology the mesh. Export to your fav 3D software, game engine etc.

Omer
Guest
Omer

wow, this is a great tip. Thanks!

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