jesus murphy my fucking topology is a catastrophehave any of you taught yourself topology best practices, and if so what resources did you value most?
>>576232Since you're clearly using Blender, I'd suggest using the knife tool to clean the mesh up.
>>576232>have any of you taught yourself topologyonly very basics.agree with knife tool anon.knife tool is best friend sometimes.
>>576255>>576243thanks for the much needed direction, anonsI was wondering if there was a site or text that covered any related theory or generalised rules? What to avoid, what to try and aim for, etc
>>576257this chart is completely braindead>2 to 1wtf
>>576281just nabbed it off polycount's topology wiki pagesit adequately illustrates how starved for formalized information I am
start with a cube only, only make quads, good topology, your welcome.
>>576281What's wrong with it, faggot?
>>576232Grant Warwick's hard surface modeling was an eye-opener for me, topology-wise. I'm still looking for something just as comprehensive for organic characters, but chances are I'm going to have to use ZBrush and I don't have a tablet at the moment.
>>576426>Grant Warwick's hard surface modeling>https://vimeo.com/10941211thanks so much for this anon, this is exactly the kind of stuff I'm looking for
>>576452Neat, but that's a pretty old tutorial though, there he's still using stencils to cut holes instead of regularize edge loop. The RapidTools scripts for Max are pretty much essential at this point and are free anyway.If you're registered to CGP, you can find 12 volumes of his hard surface tutorials there, well worth the watch.
>Low poly>No subdivide>No animationWho fucking cares?
>>576530just trying to build good habitsI definitely understand that when I'm working on something as a piece of a project like this there's no shame in being mercenary/utilitarian about things just to make sure consistent progress is being made, but I have a little extra time to myself so I want to take advantage of it to build up a kind of muscle-memory for shit that will make other things (like animation) easier in the future.>>576490I'll do that, thanks anon
>>577147>just trying to build good habitsthere is nothing wrong with your model as of yet.just keep it up
>>577147Knowing when you need good topology in the first place is a good habit.Believe it or not there are times where topology doesn't mean shit.
>>577198This is true, and since we're on the topic of tutorials; check out chamferzone videos on youtube, he does a good job of explaining ngons and triangles in models and that you can still have a perfectly smooth model that will bake and texture properly even if it has like 20 verts to a poly as long as it's unwrapped properly. Arrimus3D also uses booleans for practically everything, so his meshes also tend to have a lot of ngons, but he also shows how to retopologize if need be.To put it simply, if your model does not deform or flex in any way, or will not be subdivided or sculpted, then go crazy with booleans, chamfers and throwing verts around. If you still need to sculpt extra detail into your model, unwrap it first, make it quads and detail it, and then you can bake that detail back to your original (non-quad) model.
>>576257I actually use Pinterest for this kinda thing.Sounds dumb and not exactly official but it works.There ARE actual garbage in there which you have to filter ny yourself
>>577202One more thing is that it can make shading look weird. But basically that shit.IMO that's why there's such a huge difference between static hard surface models and organics.You can just throw topology out the window completely if you're an environmental artist.
>>577468I never thought of that because of my irrational hatred of pinterest, but it makes sense. I'll have to check it out. >>577198>>577202>>577512very much appreciate the tipsI guess in the end I'll clean this up and then move onto something more demanding in terms of topology to figure out how to get this stuff right