I am trying to practice hard surface workflows and started out modeling a gun trying to keep good topology but i saw a bunch of people using boolean workflows and getting amazing results so i decided to start suing booleans. I have my model done but now i dont know how to go about retopologizing it so that i can uv map it properly. I cant seem to find any tutorials on the matter. Any ideas?
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This is fine for concepting or renders, but boolean techniques and when to apply them must be understood in the context of production asset authoring. Chopping geo with no regard for topology leaves you with polysoup. Boolean is best applied alongside traditional modeling, knowing topology requirements is a must.
https://polycount.com/discussion/206842/polyretopo-the-secret-maya-node#latest
Hey man, thanks for the advice. I usually model with good topology but i kept seeing videos and amazing renders of models with horrible topology and i figured theres got to be a way. I wasnt necessarily modeling it for game asset standards i just mainly wanted to make an asset for rendering. so my problem is more of finding out a way to uv a model with non quad or bad topology, or maybe im doing it wrong .