What do you mean by "wrong with my topology"? Do you want feedback on the design or is this the lowpoly model and you want feedback on the polycount of the model?
Its a lot easier to answer a specific question than a very vague or unclear one.
What do you mean by "wrong with my topology"? Do you want feedback on the design or is this the lowpoly model and you want feedback on the polycount of the model?
Its a lot easier to answer a specific question than a very vague or unclear one.
Oh, sorry.
I just want to know if my topology is good, because I'm not sure. But, if you have feedback about the design as well, I open to it
From your second and third picture, it looks as if some edge loops stop randomly in the model. Which makes me think you have ngons in your mesh, which is not good. correct me if im wrong, but apart from that it looks fine
Your topology is fine. It's a static object; it just needs to be efficient and look rounded where it needs to.
You could throw more polys at this if you want this to stand on its own. No need to be niggardly with more tris.
Thank you for your feedback. I thought that my quads should be the same size as much as possible. I though it was a problem since I got huge quads and tiny ones.
From your second and third picture, it looks as if some edge loops stop randomly in the model. Which makes me think you have ngons in your mesh, which is not good. correct me if im wrong, but apart from that it looks fine
From your second and third picture, it looks as if some edge loops stop randomly in the model. Which makes me think you have ngons in your mesh, which is not good. correct me if im wrong, but apart from that it looks fine
It's actually two separated mesh
That's good then, i forgot to ask if there were multiple meshes. Solid start, looking forward to seeing this develop
I did quite a lot today. I want to know if the green topology is okay. It doesn't affect the render or anything, I just want to know if it's good practice ?
It's okay ... ish? One big thing this is NOT good practice for is avoiding quad overdraw. Basically having lots of converging long skinny triangles will cause your game engine to have to work harder (I don't remember the exact details here, our tech artist explained it a while ago). If you're wanting to avoid that in an actual game, you'd probably want to modify the topology to avoid the long skinny converging triangles (terminate the edges earlier). But if you're just working for your portfolio, what you've done is usually the most efficient method, so it's not terrible if you just are aware of the issues it can cause.
ETA: This all applies only when it's being seen by the player/camera, so if it's on a back face and won't be seen much, it would be okay.
Also, if there isn't a change in angle, you probably don't need that holding loop around the very edge.
It's okay ... ish? One big thing this is NOT good practice for is avoiding quad overdraw. Basically having lots of converging long skinny triangles will cause your game engine to have to work harder (I don't remember the exact details here, our tech artist explained it a while ago). If you're wanting to avoid that in an actual game, you'd probably want to modify the topology to avoid the long skinny converging triangles (terminate the edges earlier). But if you're just working for your portfolio, what you've done is usually the most efficient method, so it's not terrible if you just are aware of the issues it can cause.
ETA: This all applies only when it's being seen by the player/camera, so if it's on a back face and won't be seen much, it would be okay.
Also, if there isn't a change in angle, you probably don't need that holding loop around the very edge.
Oh, I didn't know that. Thank you for your feedback
P.S. : It's for an animated short, not a video game !
P.S. : It's for an animated short, not a video game !
Oh, that makes a huge different with regards to how people are going to give feedback on your model, actually! In that case, real-time considerations like overdraw aren't as important as far as I know (might increase render time? Really no idea though).
Hey, as I said in the other thread, if this is for animation, it should be sub-d modeling! Use this topology;
For something that will subdivide into this;
It'll look hella clean and proper
Remember to use a bevel with a division of 2 in order to get edges that hold properly while sub-dividing. You do not need to be as weary of poly count when using it for animation.
Replies
Do you want feedback on the design or is this the lowpoly model and you want feedback on the polycount of the model?
Its a lot easier to answer a specific question than a very vague or unclear one.
I just want to know if my topology is good, because I'm not sure. But, if you have feedback about the design as well, I open to it
You could throw more polys at this if you want this to stand on its own. No need to be niggardly with more tris.
And, what do you mean by "stand on its own" ?
Solid start, looking forward to seeing this develop
Do not hesitate to ask for more details.
Thanks.
It's okay ... ish? One big thing this is NOT good practice for is avoiding quad overdraw. Basically having lots of converging long skinny triangles will cause your game engine to have to work harder (I don't remember the exact details here, our tech artist explained it a while ago). If you're wanting to avoid that in an actual game, you'd probably want to modify the topology to avoid the long skinny converging triangles (terminate the edges earlier). But if you're just working for your portfolio, what you've done is usually the most efficient method, so it's not terrible if you just are aware of the issues it can cause.
ETA: This all applies only when it's being seen by the player/camera, so if it's on a back face and won't be seen much, it would be okay.
Also, if there isn't a change in angle, you probably don't need that holding loop around the very edge.
P.S. : It's for an animated short, not a video game !
For something that will subdivide into this;
It'll look hella clean and proper
Remember to use a bevel with a division of 2 in order to get edges that hold properly while sub-dividing. You do not need to be as weary of poly count when using it for animation.
Oh my god, thanks again my friend. That look WAY better