Hi everyone, maybe it's the hundredth post about topology , but i want to make sure that what i am doing is right . So i started to make some assets for my project for ue4 like a wooden door for a house . I want to know if the approach of the second image is right or is completly wrong ? If it is wrong , please tell me…
There's nothing inherently wrong with your mesh that would prevent it from working in UE4. However, it is probably denser than it needs to be. You only need geometry where the silhouette has a noticeable change (or in some cases to match a contour that's to be baked to a normal map). This is where context matters. How…
Another thing to notice is if you plan to use vertex colors for material blending you need to take this into account. As an general rule you always model for good silhouette tho!
My approach for the meshes especially the type you have posted , is to get it Decimated inside Zbrush to my targeted polycount and than cleaning the mesh up and optimizing as much as possible. Decimation give a much better topology for organic silhouette. again different approaches are required for different type of meshes…