First, excuse my english (it's not my first language).
For all you guys that work mostly with non organic objects (hard surface, asset, environment ), I have a question:
It's required at your job to model with clean topology in subdivison surfaces for your hi poly, or you have the choice to model more freely (booleans, zbrush..) and then retopo ?
At the end of the day we are artist, and I think what matters it's the end result ( if we are allready able to provide a clean retopo with nice silouette and sharp and clean normal maps).
I'm trying to learn proper subdivision poly modeling, with correct topology , but I find it so anti-artist (maybe because I don't have the knowledge yet...)
Kind Regards!
Joan
Replies
Try to make a reason of why they ended up bad when you turbosmooth them, don't hack your way of adding more polys early on, unless you're prefer to just polished it in zbrush, which I have no comment about.
For Lowpoly mesh, just make sure every vertex has its purpose. If it doesn't contribute to any significant silhouette changes, delete it.
A large percentage of environmental assets can be built using a bunch of chamfered boxes with small details being added as floaters or texture information.
As Ravel said, clean topology doesn´t mean always quads. It is good to use quads because this are the ones that work better when using a subdivision modifier. Besides, using quads is going to save your life when making loops and support edges because it is clear for the program where to set the vertices while using swift loop in 3dsmax.
However, In some cases you will find that a triangle or a ngon works better than a quad . In planar surfaces for example, you can just use an ngon because it will not make a difference and saves time.
At the end, it is just a matter of experience. Trial and error to find out which are the best solutions for each case.
I guess they don't care about your proces...
I really don't know what I'm talking about, I'm very curious about the insights of this industry.
an example in this thread that i help the OP remove the unnecessary loops in his object
https://polycount.com/discussion/203897/how-to-reduce-number-of-polygon-without-breaking-form#latest
If you notice, the first model he has can be subdivided nicely if you add control loops. The end result however with the removed loops cannot be subdivided, but is best for use in-game
Also, if you are going to animate an object, then you probably need quads. They are more controllable and predictable.