Hi everyone, I need help merging those two shapes while having a good topology. I just don't know how to set up my two shapes for the merge. I tried many techniques, but there's always something wrong when I switch to smooth preview. Thank you ! Here's the image :
Try it out and see for yourself. Some people say n-gons are no-no, other people say they are your friend. How will you decide? Test bake means that, if you have a concern about how your details are going to bake with a certain topology and/or UV layout, you just go ahead and do a bake to see how it's gonna turn out. A lot…
N-gons are fine in the modeling stages when you understand topology. All quads/n-gons are automatically triangulated in every real-time engine including your baking environment. This is the reason they are 'bad'. You want to maintain full control of your final topology so you ensure that every triangle is baked/rendered as…
Thank you for your advice ! I'm always caught up in the wheel of perfection. I'm currently working for my portfolio and I want to have the best topology I can. But anyway, what do you mean by "test bake" ? If my topology has ngons, it will clearly look bad in the game, right ?
You can try to make your geo flow like this. Here is a video of how I did it. It shows all the steps and issues I ran into. https://www.youtube.com/watch?v=Ucf7omIKCK4
topology is not there to look pretty for its own sake. its like the frame of a house -- it serves a purpose. So you got to no what it's purpose is. Will you be subdividing this mesh? Is this the game res mesh? The goal is going to inform you what to do. If you are going to subdivide and the n-gon spooks you, well why not…
That's pretty much how I managed to connect the shapes (unsmooth topology below) : But, with this kind of topology I need to add the control loop by hands, because it does things like that :