Hey, i'm doing this shield and i was really wondering if this is considered bad topology.
The face in question is 4 sided with the vertex shown. So i was wondering if it's 4 sided, does it matter it doesn't connect to the center of my shield?
I might not have been very clear about what i'm asking but i'm sure you guys get it x)
Replies
-in uvw editor and game engine you could got an error about overlapped uv's
-some scripts and algorithms like "relax" in uvw will works bad. You topology should be "relax"proof if you know what I mean.
-and some engines could triangulate the model in wrong way, like this:
edit: Kurt's right especially about game engine's and triangulation. On a high poly model not for game, this topology shouldn't matter so much however.
No, it does not (if it's a flat surface). Although if you were to bend, animate or sculpt the shield it would cause problems.
Topology for Low-poly.
Topology for everything else:
I got the error kurt talked about when i relaxed the faces in UV editor so i will use this from now for my more circular objects x)
When i make a high poly version i add the supporting edges but making my model is this manner makes swift loop useless.
Any ideas ?
Hope thats what you meant