Hi, I’m a beginner learning 3D modeling for game development.
I’ve created this model as practice and I’d really like feedback specifically on my topology.
I want to understand:
I’d really appreciate honest critique and suggestions on how to improve.
Thanks in advance!
Replies
https://skfb.ly/6toBy
The main thing is, for optimised game assets, you don't want any vertices that don't have a specific purpose. If a vert doesn't help define the shape of the object, or it isn't used for a specific UV setup etc you need to ditch it.
I’ve created this model as practice and I’d really like feedback specifically on my topology.
I want to understand:
I’d really appreciate honest critique and suggestions on how to improve.
Thanks in advance!
Tutorials, maybe like this one below (I haven't watched it) could get you on the right track, good luck
an overview
As said above, good texturing with PBR materials, good lighting and 2dfx (like the smoke) and well optimised models.
Here's a good quick example of high poly to low poly baked material use
Source: https://www.reddit.com/r/blender/comments/1sgac0v/this_is_your_sign_to_learn_how_to_bake_normal_maps/
Or better yet here's a game interior from GTA4, it's older but still uses the same bump/normal, etc, maps and I'd say that helps make the impact of the materials more obvious on the slightly lower poly models
https://sketchfab.com/3d-models/ashley-apartment-f3d89f531ff74613ac9e6281962d2997
click on the material inspector down the bottom right and compare the wireframe, matcap and matcap+surface to the final render (might want to change navigation to first person, interiors are rough to look at on sketchfab
I might be biased because it's how I started but I'd recommend trying to make a model as a mod for an existing game so you know what level of detail you need and have the rest of the games models to compare, the GTA's are very mod friendly
Game engines work with triangles not quads/polys and automatically convert a quad mesh when it's imported, explained properly in Chad's link above (again look at any games mesh like the one I shared), you generally want quads for subdiv modelling and I guess some editing tools work better (blenders loop cut CTRL + R only works with quads for example).