Hello so this model I was working on I was trying to get to be all one piece but I have some questions about the topology. One, I've been told that it should be pretty uniform throughout a model which is what I think I achieved, but two, I was also told that it should use as few faces as possible....I don't know if the topology from these images works....I think I would fix the corners so that they come in at an angle if I kept this version but also its a lot of faces.....
or if I should try to reduce it as I'm doing below....my concern with the reduction I am working on is that I also remember my one teacher saying that you should avoid creating stars ( places where more then two lines meet on a vertical ) and also this is not really uniform at all....so I think this is resulting in an actually much worse mesh......( I know the one I am reducing is not done but I decided to stop myself while I'm ahead because I also think that doesn't seem right at all. )
I also attempted quad drawing over my original and trying to make a map onto the lower poly version but I didn't like the edges that resulted from the quad draw or the map.....
.....I'm wondering what would be the appropriate way to solve this. I am most interested in making props for games ( because I know sometimes things depend on what it is for ).
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Also, why model this as one mesh? It's generally easier to mimic the real-world construction and use separate meshes for knobs, switches, etc...
I think I've been doing 3d for a few months and now I'm getting anxiety that everything I'm doing is bad/wrong lol..but I haven't been doing things long enough to actually know what is wrong with them when I look at them.
Hello i'am having the same problem i'am pretty good at making topology for humans and simpliers stuff, but when it come to an Retro tv or something with a mix between rectancular corners boxy shape and rounded one i just don't know how to deal with the topology especially when everything is stuck on one object, i know this topic is old but did you found a way to fix it ?
Can someone tell me how can i make a good topology on a tv ?
@Veraliot
This is a model I made a while ago that I think might help give you some ideas with how to handle topology on a similar object. I try to keep my models as simple and boxy as possible for most of the modeling process. Then, when I bevel edges where necessary to round the edges. Also, don't be afraid to use separate meshes within the same model. For things like the volume knobs and keyboard keys, I used unconnected meshes.
Topology can be overwhelming at first - I spent my first year modeling obsessing over making my models 'perfect'. While that can be good practice, it's best to spend time thinking about "What can I get away with?" rather than "How can I make this perfect?". Many AAA game models have horrible topology, but still look great because the artist knew how to work within their pipeline.