this post was submitted on 07 Aug 2023
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Blender

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Hey, just a programmer and quite the noob at Blender with a question, having just done some simple models previously and never really tried to put my best effort or time into any of the models.

I am wondering for a game mesh what should be done in a case for example as the example image after a bevel when there is those new n amount of vertices on the face?

One could just in an ugly manner just connect all those vertices to some of the other corners of the face to create a bunch of triangles right? IF would be certain the face would be flat, just like a cylinder cap?

But in a more clean way how would/should you make the toplogy on that face back to quads?

I have watched a few youtube toplogy videos but still clueless about this lol

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[–] DScratch@sh.itjust.works 3 points 1 year ago (1 children)

I am a fellow newbie and here is what I’ve learned about topology

Having everything in quads only becomes important when you are animating the mesh.

Video game engines with chew your model into triangles when you import it, so don’t worry about it.

If you really want to, you could go and make the side a bunch of triangles. But if you’re gonna do that make them quads instead, more useful.

[–] _jonatan_@lemmy.world 5 points 1 year ago (1 children)

Having everything in quads only becomes important when you are animating the mesh.

And when using subdivision modifier

[–] Sebasdotworld@lemmy.world 1 points 1 year ago

And to have good shading

[–] Dreyns@lemmy.ml 2 points 1 year ago

Best way would be to subdivide the rear to connect the loose vertices, quick way would be to just triangulate it. But beware depending on where you use it you may have some normals artefacts always good to have a good topo regardless of what you do, if this surface is supposed to be hard add contention edges.

(I'm more from the vfx side of 3d so perhaps i'm too rigorous but what is still relevant regardless)