Hi guys, I'm new here as well as getting into the 3D content creation for games. I have been into some basic tutorials, videos, articles, and they keep mentioning about good topology, especially when it's related to real-time rendering such as games, and how important it is to keep topology clean right from the start or at least aware of it. I also look at people's work and see how good their mesh topology is (or at least I assume they are).
So along the way I start wondering, where do I start to make this well? will I end up having too many edges? Am I putting the right edges? Do this have a good flow? and other more questions came up, so I'm kinda in doubt with close to zero knowledge worrying to step further, so I need more experienced opinions to guide before I keep making my own assumptions on what's "right" in terms of "clean topology" and make meshes like time bombs waiting to happen as I'm starting to refine them further and further.
To keep this thread specific, below is one part of a simple mesh I created as an example (it's a ramp corner without fences of an arena):
From what I see here, there are some stretches on the side and it's kinda extreme, but I need it to be straight for the left side. Not sure how it should be.
Then there's this bevel with 4 segments on the bottom left corner, producing a non-quad face on its end somehow. Should I create more edges to accommodate this? Can I just leave it alone? If I can't, which direction should I let it flow to? Or the bevel itself is already a mistake?
Lastly, is this even enough? do I need to add more edges to make a better flow? Do I even need a better flow in this case?
ps: I kinda want to provide the obj file but seems like I'm not allowed to upload it, so I hope the picture is good enough information.
Thank you!
Replies
When topology is the subject, we must have in mind if that asset will be animated/simulated or not. But this is valid for the final asset (the asset to be used in the final render/game).
When I'm blocking something, I don't care at all with topology or nice bevels. I don't really care for N-gons either.
When modelling a high poly mesh, I do take some care with things that might get beveled wrong, or a messy selection loop. Is very common to have shading issues in the high poly mesh due bad tessellation caused by bad topology. 99.9% quads.
When modelling the final asset (for games i'm referring to the game mesh), I do care a lot about topology for two reasons. First, if the asset will be animated, the topology must have nice flows to better displays mesh deformations. Second, if I gonna bake maps like a normal map, in general a good topology leads to less shading erros and issues.
About your model, I can point a few things, but there are more capable people in this forum.
If you want to start a high poly from this mesh, try making your divisions move even.
I can see that you are using blender, so I recommend applying a smooth modifier, and playing with the mesh in edit mode. You will visualize how change in topology affects the high resolution model of yours.