Hi everyone, maybe it's the hundredth post about topology , but i want to make sure that what i am doing is right .
So i started to make some assets for my project for ue4 like a wooden door for a house . I want to know if the approach of the second image is right or is completly wrong ? If it is wrong , please tell me what is the better way to do retopogize assets for ue4 . Tris or quad? zremesh , decimation or by hand ?
I understood that there are not problems for tris in UE4 because it will convert the meshes when you import it ( it will be a problem if it is an animation ).
Thank you
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you can check my page on artstation, i have put toolbag viewer on most of them , you will get the idea about the topology.
https://www.artstation.com/akiba47