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Need advise on Modelling topology aproach

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Hi my name is Nio Kasgami an Senior 3D student

I wanted to ask your opinion on how I should approach the modelling of a layout I do.

My main goal is to create an 3D layout in maya and then import it in Unity in the intention to do an real time rendered demo. (It's for my portfolio)

so I want to do an Indent in my wall although only on a specific place in the wall.

I could just do an edge-loop on the whole model although I don't want to add too much on my poly count.

So I decided that maybe I could break the flow by using an triangle? (Which remove an big range of quad)



But I am unsure if it's an bad aproach to that? I got told to keep everything's quad the most possible so I do admit I am not always comfortable to where and when I should push an triangle.

Or should I keep it as double? (no triangle but keep the extra useless polygon)


I dunno what to approach here and I would gladly appreciate any feedback on how I should approach this!

thanks!
all regards
Nio Kasgami

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