Hi guys
i search for better my modeling technique, about topology.
I have some doubt for a topology on piece that have a curve lines, smooth hard surface.
i have this to Retopology. What QUAD MODELING TOPOLOGY is correct for a piece like this?
You can draw on imae if you want. Software BLENDER
This is the SIDE VIEW, see that curve? how can i create a correct topology on a hard surface piece?
Replies
in BLENDER
start from external, towards the inside of the geometry?
but you can use this as a base, and then it really depends on the polycount you are aiming for
i would bevel the edge and remove every vertex that does not add to the silhouette
if this thing does not get deformed by an animation, the topology on the flat surfaces does not really matter that much, so just remove everything that does not add to the silhouette, no need to keep everything in quads
avoid having long thin triangles though
i want to learn how to model ALWAYS .
Imade it, at last! 1 h. of try!!
I think is a correct topology, the subsurf don't give artifacts, the edges They are flowing in a circular manner, and i can add the loops for hard the edges without problem. So is work fine.
This is a correct topology? Is clean?
ty!!
for subd modeling you want to have a good topology for subdiving, but this is uasually for your highpoly model which only serves for baking your maps out
retopo means to create a lowpoly model, which is the actual model used in the engine later on
since the lowpoly model does not get subdivided, you don't need to have all quads and clean loops
usually you want to cut down all polygons that dont add to the silhouette here (special cases ; animation, tesselation...)
so i guess what you want to know i how to do subd modeling
so best start from zero
this video gives you a pretty good insight in how to start out
and then take a look at this thread, which is kinda dedicated to this stuff
http://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking/p1
The fact is that I have always seen tutorials in English, especially spoken, so I never got it.:)
but i know the hard surface. Sorry is my bad ENG.
The model that you see up, is not a model. Is a simple curve convert in mesh, but only to show you the form that i need to model.
To make a screenshot, for ask here " ok guys what topology i use now".
The question is how I model that piece I posted? what hard surface technique i need to use to high poly model that piece?
I tank about RETOPO but is not a real retopo is a new modeling of the piece that i have made for sohow it in tis forum (with curve).
sorry for that.