So i'm currently watching Tim Bergholz Hardsurface tutorial making an AKM. I've done lots of hardsurface work in the past but it never hurts to see other peoples methods and workflows especially if they are better than me. I just finished the first modeling video and many times just in the first part of the video he makes edge connects that create n gons or caps a face that has much more than 4 verts. Every time it happens I follow along but I kind of second guess on why i'm not making a complete loop with the edge or connecting all the verts so that they are appropriate poly's. Can someone explain his method here and why it's okay to do this? Does he go back and fix all this later? Whats his trick?
Replies
don't waste your time on geometry that does nothing to yoir final output, and which might slow you down in case of changes.
you can get away with A LOT on flat surfaces. on curved ones there are times when 5 sided ngons or triangles shade better than quads, so why not use them? Quadonly is a stupid myth that serves no one, i think it helps in the beginning forcing people to think more and work cleaner, but you will get past this point.
Mostly on Flat Surfaces its absolutely no problem. So set your Modeling Material to a High Spec and Gloss Value and start to model :-) (so its easy to see if the Surface shades well)
It all comes down to shading in the end