[Need advice] How To Properly Use SolidWorks Models in UE4

Hello Forums,

for my current project I was lucky enough to get some actual SolidWorks 3D-Models from the manufacturer of objects I want to feature in my VR-App.
Now I need some help by experienced 3D-Modelers (which I was hoping to find around here).

The problem is, that SolidWorks produces production ready models. Meaning every screw, bolt, and all the internals are included in the model. This results in a very high poly-count of the object.

What would be the best workflow to optimize those models to make it a mesh that is usable in UE4 / VR?
Should I try to remodel everything (which will take A LOT of time) or will it be faster to optimize the the model I got from SolidWorks?

I am using Blender or 3DS Max for modelling. Is there maybe a function that would kick out every face that can not be seen from the outside? guess this could be a good start to reduce poly-count.
Thanks for helping me out!

Simplygon would be a good place to start.

Just go to the developer hub and you can get a free license: https://www.simplygon.com/

Also look into Unreal Studio, Datasmith - Unreal Engine

Ultimately you’ll get the best results if you prepare it manually, delete objects that you don’t care about or aren’t visible, delete surfaces that aren’t visible, and if it’s still to high you may need to retopologize.

You could probably import it to Zbrush, perform a high res dynamesh of it, project details from the original model to clean up edges, run decimation master, drop it down to a much lower poly count to save calculation times, auto retopologize with the tool or manually do it if you’re a glutton for punishment, subdivide it back to a more reasonable level, reproject details. Now you’ll have a mostly watertight mesh.

That’s probably not going to work, since those tools aren’t designed for things that have hard corners.

I’ve done very similar things to what the OP is looking for and they worked just fine for me. The key is in knowing how to use the tools properly. Zbrush works surprisingly well with hard surfaces now.

I’d be very surprised if Zbrush can remesh to an optimized hard surface mesh

If you use polygrouping correctly, it works just fine. You can autogroup by angle and it does a really good job of capturing surfaces. When you Zremesh, you need to check options for grouping/borders. It works, try it sometime…

As for what I was saying earlier about the dynameshing workflow, to consolidate everything into one single mesh with all internals gone, you’d only want to do that if the object is to remain stationary. If you need things to move around, then you’re best off with just using what you’ve already got and might want to run decimation master to reduce poly counts if they are too high. DM works extremely well on hard surface geometry.

Thanks everyone!
I just started to remodel the thing by hand. Since it’s mostly altered basic shapes this can be done in a fair amount of time.
Guess the retopo would be more time consuming. I tried different retopo tools and workflows but it seems to not do the job as needed.

What IronicParadox told about ZBrush sonds nice, but unfortunately I don’t own ZBrush yet. Might chceck it out in the future but for now I’m happy with blender + substance.