Well, for offline then nitpicking on amount of edge loops really doesn't matter, it's all about the end render(s). You will be rendering the same thing multiple times, daily after daily, client after client, etc. So some level of optimization helps a bit. But if it pushes you over budget, it's a waste of effort. So…
None of them are problematic really. Any of these would be fine on today's hardware. If I was being super nit-picky, I would lean towards D, just because the corner triangles are evenly-sized. Some renderers don't like long thin triangles. Simon Schreibt explains a bit of the "why"…
polska_krowa Welcome to Polycount. Consider checking out the forum information and introduction thread. It looks like you have a solid start with the block out and topology routing. How much geometry this model needs depends entirely on what it will be used for. If it's for up close product rendering or VFX work then the…
@Osoramiru I absolutely am one to beat a dead horse, so here's my best swing. Consider that there is no such thing as a perfect edge, chamfer, fillet, nor corner if you're relying on a curve smoothing algorithm to generate it. That includes catmull-clarke. For insignificant or miniscule edges such as the one you're making,…
What does his edges being too sharp have to do with floaters? Completely different subjects/issues. There is no "wrong" here. If you're of the subjective opinion that his edges are too sharp here(could be, or not, we don't know the scale of the object), that is fine, but it really doesn't have anything to do with floaters…
I take it you are trying to isolate and analyze this first, which isn't a bad idea, but since this is such a "simple" form, you might just as well begin with the real thing right away and nail the shapes and proportions from the start. If you have a hard time seeing what's going on from your reference, the advanced search…
Here are couple of ways you can optimize performance: * Instead of making duplicates of track pieces try to Duplicate Linked. Use Alt + D combination instead of Shift + D. When you use Duplicate Linked you are not making copies of mesh. Instead, you are using the same mesh in many objects. That should save you some RAM. *…
Right, I was just meaning that the clean meshes are useful for sculpting since they can be passed over to the animation teams easily (and back and forth between teams) without needing further retopo. @TeriyakiStyle Ptex works just fine with ngons and triangles, which I checked after making that post suggesting possible…
I'd hope this would go without saying honestly. If you giving anything to anyone then it needs to be in a state where they can work on it. Obviously don't purposely make your topology a mess, but don't waste time making it beautiful either unless it's going to be seen. :) I see "Good topology skills" as making something…