Hi there!
I cut out & thus create ‘shells’ from my game objects that I then use in Unity as a ‘selection mesh’ to highlight an area in-game like so:
The orange highlighted area is the shell.
At the moment my workflow (for a single shell as an eg) :
- I take the original low-poly object
- I subdivide it ( I actually use a subdivide macro that subdivides without shrinking )
- I then mask the area I’d like to create the shell from
- create a polygroup
- use grouploops to smooth out the edge
- split this polygroup to a new subtool
- I then project this shell geo back to the low poly mesh
- I then decimate this shell geo to make it game engine friendly
However unfortunately the shells often don’t match well with the underlying geo so the shell looks messy in Unity.
I was wondering whether there was a different workflow that I could use to create these shells… perhaps a way to cut the original low poly mesh smoothly… At the moment I have to subdivide the original mesh, in order to be able to paint with the mask smoothly to select the relevant area.
Any ideas would be appreciated!