Less control points when sub-d is always the better start! But here's the thing, let's say that you want to do more with your topology. The left square has more quads and less "rectangulars" And the Right sided hexagon looks better in terms of "quads". But if that shape is your last "shape" with no more work. I'd say.
It looks like that is a planar surface? Meaning you can just punch the holes right through it and make a mess of the topology (within reason) and it will never show up. If its not planar, then yes, you will need to add in some geometry but you shouldn't need to make it too dense, only as much as you need to get it to shade…
Okay, this is probably a really simple one for you guys, but I', wondering what the best workflow is to not propagate support loops all over the mesh when doing additional details. My solution here is working because these are flat surfaces, but it's quite ugly and there must be a more beautiful way to solve this, right?…
You are on the right track. Break it down into re-useable modules with variations in texture and objects in the way you describe it. Damien Bastian from Ubisoft actually did a talk on the environmental tools and pipeline they used on ACS on GDC2016. It's available on GDC Vault if you have access to that. Look…
On the right side of the eye there is some indication for the torus shape, but true left side was untouched by me. But how should I split up the topology that is leading to the eye? I always end up with some dirty tris there and I don't see how I could avoid that (where you can see the 5-gon) < 3
Hey guys, i am trying to model this vehicle. https://www.pinterest.com/pin/67835538114214993/ The first one and the second on the right I have problem with the cannon or some sort, with the many holes around it Whatever i do, i lose the shape, that goes round like it is on the pics. I tried different approach always the…
No, I don't have examples . I just often see it in this forum pictures but perhaps it's all hi-res models not in games ones. Like your last picture here . I assume the thing in the middle is in game one. right? I sort of see a few of what I guess are support loops . Aren't they? I do not critique , just wonder if it's a…
Sorry, I should have said that this is the hole for the slide: You can somewhat look inside the gun when the shell is ejected. @Artifice: But it does not look right, there are lots of smoothing problems. You are right about the planing thoug. I just start modelling when I got some inspiration and I start into details and…
Topology is the bigget problem for me right now, i've had to scrap many models because of topology errors... I'm trying to model this pistol : https://www.artstation.com/artwork/prison-guard-sidearm I've started with the trigger part, triying to make quads, without too many tris and no NGONS, which version between theses…
Not sure if this is the right place to ask this. I'm just starting to get into high poly modeling, but im such a noob. Anyway. Having a pinching problem here where there are poles. How do i go about this? If i add vertical edgeloops it terminates the problem, but then i have creases up and down my model. Any help would be…