Rhino for Game Development & Modeling Assets

Hello there lovely community,

As I have been getting my feet in game development lately with a group of collogues, its been quite an interesting experience learning 3D Max and Zbrush for modeling assets. However, I’ve been relaying heavily on Rhino still for white-boxing (Massing the assets in white) as it is much faster for me.

Most issue I had with integrating Rhino into the game development workflow is how the Surfaces translate between Rhino to 3D Max or Zbrush. I am wondering if anyone here might have a clue or had success of exporting Surfaces/Polysurfaces from Rhino to 3D Max or Zbrush to the point that it would be ready for unwrapping (unrolling) straight away.

The current workflow we follow for developing the game assets:
3D Max or Zbrush (modeling & unwrapping) > Adobe Substance (painting & texturing) > Unreal Engine.

Hoping I can replace the first step of modeling fully with Rhino in the future.

Hi @iskanderani.m

Many users have success exporting to max. What file formats are you using? Any model exported from Rhino should be able to unwrap in Max pretty easily.

I don’t export surfaces or polysurfaces to max only occasionally when I need iges for really round surfaces, 99% of the time I always use Meshes that I premesh in Rhino and export as obj or fbx.

You might want to do basic texture mapping in Rhino like box, surface or planar on your easier models before export to speed up the texturing process in max but since your going to substance it seems the max step might not be needed.

One nice thing about max is that you can export dwg files out of Rhino and bring them in as autocad style blocks into max. This might be good for your white boxing as you can work on the whitebox file in Rhino then save it, then update the block in Max without having to reimport.

RM