Hey everyone,
I'm writing this because I'm completely lost and honestly, pretty frustrated. I've been doing 3D modeling for years, but I've only recently grasped just how crucial good topology is.For better rendering model harsurface and other.
I’ve tried to study the theory—quads, loops, and poles—but I just can't seem to apply it to my models. I feel like I'm totally stuck, like a ship that's run aground. My models always end up with messy topology, and I'm not seeing any real improvement.
I've watched countless tutorials, trying to copy how pros model, but I keep running into the same problems, especially with hard-surface projects.
I always start with a simple shape and add detail, but the moment I add loops to hold an edge, my mesh gets ruined. I don't understand how some people can use thousands of N-gons, 2000 verts on a single face and still get perfect renders, but one mistake on my part and the whole model falls apart.
What am I missing?
How do I get back on a productive learning path? What should I be doing to truly understand how to apply the theory of good topology?
Thanks so much for any help you can offer.
Replies
I used to model much better, even if I wasn't improving.
https://www.artstation.com/andrea_g
Here's what's left because I deleted everything out of frustration over time. ;(
The models aren't as they should be; I don't know how to explain it, they're "soft." The mesh that makes up the mesh isn't clean. It's poor. And I can't do anything anymore.
To explain, I can only show you the process.
I drew this little gun, for example, as an exercise now.
Then I started.
I model as in real life, breaking things into pieces when necessary.
i post the image, they are numbered. THE FIRST ARE THE LAST
I started with simple primitives.
Then I detailed them, then I created the first geometries.
By pretending to add detail to the mesh, ( and it's still a POOR mesh) , I lose COMPLETE control of the edge loops and topology.
I find myself moving individual vertices to give them the shape I want, but I can't do it and everything becomes more messy, messy, and chaotic.
I don't know how to do it, I don't know what to do, or how to get back on a path that allows me to learn.
I apologize if I'm being a little dramatic, but the frustration has been great and has been going on for a long time.
thank you for your time
There are loads of tutorials available for just this. You can learn everything you need from the interwebs. When following tutorials you need to be flexible and search for principles that work for you. Don't just look for guns, look at any mechanical modelling you can use as a solution, often they might offer ideas and methods for one part and you may need a few until the light comes on and you get the feel of modelling.
Look for the principles of sub-D and non sub-D modelling. An example :
Thank you so much for your help and for your link.
I'll dig into what you wrote right away and watch the video.
In the meantime, I'd gone a little further with the example work.
I think this is my best.
However, if I start adding details, holes in the mesh, or small extrusions, I think it'll be a DISASTER in terms of artifacts.
Now I'm going to study what you told me, thanks.
Some links to additional hard surface subdivision write-ups with animated workflow demonstrations:
https://polycount.com/discussion/comment/2779584/#Comment_2779584
https://polycount.com/discussion/comment/2777123/#Comment_2777123
https://polycount.com/discussion/comment/2780536/#Comment_2780536
What forums can produce, no video or social media can match. I was asking for help on which direction to take because I was lost, and you even wrote a guide on where to go. I thank you so much.
For the incredible quality of your post, but above all for the time you took to help me with my problem. I have no questions, everything has been answered, and now I just need to study and follow the path that I now know is the right one. My mind is now at peace