Hello I am a student from China who just started learning 3D modeling。I have a problem how should the topology of this location work. How to convert similar triangular faces to quadrilaterals
@Manta丶 Welcome to Polycount. Consider checking out the forum information and introduction thread. There's also a dedicated modeling thread in the technical talk section. Which has a lot of great examples provided by community members. This is a great place to ask questions and look for answers about how to solve modeling and topology problems.
It's generally considered best practice to block out all of the primary shapes, before adding a lot of support loops. This makes it a lot easier to solve topology flow issues without the added complexity of managing individual support loops while modeling the basic shapes. For most hard surface models used to create game assets, as long as the mesh subdivides cleanly, it's fine to have a few triangles or n-gons in the mesh.
Below is an example of just how little geometry is required to create the desired shapes. After the block out is completed and the topology flow is resolved, support loops can generally be added to these kind of models with a simple bevel / chamfer operation. Modifiers can also be used to generate support loops based on face angles or weights. This also has the added benefit of making the edge width easily adjustable by just changing a few modifiers settings.
If there are specific technical limitations that require all quad geometry then following topology layout can be used to bring the mesh into compliance.
Replies
@Manta丶 Welcome to Polycount. Consider checking out the forum information and introduction thread. There's also a dedicated modeling thread in the technical talk section. Which has a lot of great examples provided by community members. This is a great place to ask questions and look for answers about how to solve modeling and topology problems.
It's generally considered best practice to block out all of the primary shapes, before adding a lot of support loops. This makes it a lot easier to solve topology flow issues without the added complexity of managing individual support loops while modeling the basic shapes. For most hard surface models used to create game assets, as long as the mesh subdivides cleanly, it's fine to have a few triangles or n-gons in the mesh.
Below is an example of just how little geometry is required to create the desired shapes. After the block out is completed and the topology flow is resolved, support loops can generally be added to these kind of models with a simple bevel / chamfer operation. Modifiers can also be used to generate support loops based on face angles or weights. This also has the added benefit of making the edge width easily adjustable by just changing a few modifiers settings.
If there are specific technical limitations that require all quad geometry then following topology layout can be used to bring the mesh into compliance.
@FrankPolygon Thank you for your help