Hello Unity Folks,
My Name is Paul. I am studying Graphic Design in the Netherlands. Therefore my software knowledge is originating more around the Adobe Suite. Nevertheless i have played around with 3D Software like Cinema 4D or SketchUp. Last year I found out about the Private Version of Unity. With very little knowledge about Unity, a friend and I managed to create some kind of FPS-game/experiment. (http://paulbille.de/projects/2017/eatshitordie/eatshitordie.html) So much for that.
For a new project I am now trying to create a walkable Open-World Map in which I use 3D Scans gathered from Autodesk’s 123D Catch App Community. (Which will close down in April) Basically a pretty easy thing, but…
The problem I am facing is the following:
The models from the 123D Catch App have way to many polygons for using them in Unity. Therefore I am tying to create low-poly game models out of them.
I found already many tutorials for workflows with software like MeshLab, Instant Mesh or Blender. But my knowledge in these applications is close to zero and the steps are not detailed enough for me to follow.
- Instant Mesh and Blender → How to retopologize 3D scans into low poly game assets - Sketchfab Community Blog - Sketchfab Community Blog
- MeshLab → MeshLab Stuff: Remeshing and Texturing (1)
The next thing is. These models are mainly made by non-professionals, they are very imperfect, have holes or are non watertight, which is fine for me. But i guess it is a problem for texture baking or creating game objects out of them?
My question is: Is it even possible to create Game Objects / Assets out of these imperfect scans with preserving their imperfect appearance? Or do they need to be watertight and closed meshes?
I hope this is understandable and someone could help me or lead me somewhere
Sorry for being such a Noob.
I enclosed two images of the models.
Greetings from the Hague,
Paul

