Hey guys. I always wondered what the best edge flow for normal mapped stuff (and highpoly smoothing) is and decided to make a simple RTS-type building which I would then normal map (by baking a highpoly model onto it). While modelling the simplest prop I could think of, I came across a problem.
Which of these two have better edge placement and why?
Where should I add/remove/bevel edges if I want to use it as a lowpoly model for the normal map?
Where should I add/remove/bevel edges if I want it to look good when subdivided?
Finally, what other tips do you have for me?
Keep in mind that this is not what I'd call a worthy model, it's just a simple prop to show off my errors and such.
Thanks and I promise no moral lessons this time (although it *was* kind of fun back then)
Replies
B is the better low poly, but A is the better start for a high poly.
Have you even tried to subdivide either of these? Where you need to reinforce edges becomes much more apparent if you drop a turbosmooth on top of your mesh and start going in and reinforcing edges, etc.
edit: oh hey, I missed a second supporting edge for the leftmost window.
Should I add them by hand or using the 'subdivide edges' tool etc.? Does it matter how accurately spread they are?
And what do u mean by creasing edges?
Here's what I have so far:
I'm having doubts if I should now start chopping through the whole mesh just to get my edges to flow through the window-y stuff. Any more edge placement pointers and stuff? I don't wanna break it.
Creasing edges is a way to make hard edges without adding additional edges to your geometry. I only do it when I am sculpting something, so I can keep my polies all the same size.
EDIT: Looks good, I think you forgot edges along the sides of your windows.
On the other hand, if I make the the edges go through the entire mesh, I mess up the entrance tunnel part.
EDIT:
This is what I get when I try to bevel all of the window edges:
Call me dumb, but I really don't know which way to bite this.
How to make the windows retain their shape, without having to make an edge loop through the entire mesh, thus ruining its lower parts?
Here's where I'm at so far:
And here's the only method I can think of:
IMO the red edges are bad. When I apply this method to my bunker-like building, it completely destroys the lower geometry, like this:
Theres a few ways to go about this.
EDIT:
A bumpity in the bump, if I may.