Suppose I'm modeling a house, any simple house.
I know that I want to do is to model that house, but the topology of it is what I don't know what I should do.
Should I always aim for quads?
When is ok to not have quads?
Is n-gon always a bad thing?
Should I model everything as a single object, many objects or many objects and join them at the end/as I go modeling?
When I apply subdivision surface?
Do I always apply subdivision surface?
Bevel a corner or subdivision surface and then fix that corner?
Why sometimes Edge Loops doesn't goes around the faces and how I fix it?
As a beginner, should I aim to model something first and then care about topology later on?
If so, when I start to care about topology, should I care about it as soon as I start modeling something?
Replies
You don't nee to keep it as a single object, you can copy the reference as it is if want, but most of the time you can simplify it and merge objects, like paneling areas.
You should only ''apply the subdvision'' if you want to get more resolution or export to another program for baking or something, And in that case i think that in most of the programs you don't need to manually apply too, it will be done whe you export it.
''Bevel a corner or subdivision surface and then fix that corner?''
I don't understand.
The edge loops only works when you have a quand loop, if you have an ngon or a triangle in that loop it will not work correctly.
Those are very minor things and there are a lot more of them for you to learn, you maybe are already doing it, but if not, i reccoment you to chek this cahnnel (https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw) and go through the basics tutorials.
It heavily depend if you model for film or game, mine would be more oriented toward pre rendered film / cinematic
Should I always aim for quads?
Basically yes, but the real answer 'd be " if it bend / distord you should have proper quad / edge flow otherwise fuck it ! :d
When is ok to not have quads?
As I said above if it don't bend you don't really need to care about your topology
Is n-gon always a bad thing?
I'd say yes because most of render engine don't like them, but if you use it only for baking purposing you can go crazy, also they don't subdived well.
When I apply subdivision surface?
In film most of the object are subdiv at render time, you should avoid doing " hard " subdiv on your mesh inside of Maya for exemple
Bevel a corner or subdivision surface and then fix that corner?
As I said in film, bevel your corner and they it'll be subdiv and smoothed during the render, if you mean " bevel it and subdivided it until it gets clean and smooth " that's not a good way to do it ( but again depend on what you do with it )
Why sometimes Edge Loops doesn't goes around the faces and how I fix it?
Edge flow ain't right !
As a beginner, should I aim to model something first and then care about topology later on?
You should care about topology as soon as possible since it's the worst thing on earth, eat that frog now and you'll be fine later
If so, when I start to care about topology, should I care about it as soon as I start modeling something?
Maybe not at the beginning, for exemple character creature can be retopo after you've done a clean high rez mesh, but for exemple a car that'd be a pain to retopo afterward
A very common mistake that beginners tend to make when modeling high poly objects, is model everything in one object, like a clip and the main body of a weapon. Or a flip in a light switch . If the real world counterpart has separate pieces, it's probably going to be better to model it as separate.
For low poly modeling it makes sense to combine objects as elements of a single object, because more objects means more draw calls so combining saves processing power. However quite a few engines will combine assets automatically on import so it really depends, some engines you can feed them separate pieces and they handle it the best way possible.
Do I always apply subdivision surface?
In games you almost never smooth your final low poly model, but you might subdivide your high poly that you use to bake textures.
In film, TV, arch-vis you subdivide anytime polygons start to show and it could break the illusion. You're still thinking about how long it will take to render but you're not concerned on the same level as in games that are trying to run in realtime.
So yea, mess around, make mistakes and learn.