[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



Some simple and quick questions. Is this good topology? If not, what should I change? Please help me, preferably with pictures or examples because english is not my native language.
>>
I forgot to mention that this is the base of various parts of a skatepark
>>
File: skateramp.png (27 KB, 824x732)
27 KB
27 KB PNG
Instead of tris I would try to use quads like this.
>>
>>612772
Perfect if you're not subdividing.
>>
>>612780
Clean edge loops for clean typology. Just watch your spacing if you're sub dividing to avoid weird folds in your high poly model
>>
>>612772
That's ideal since it's obviously not intended to be subdivided

>>612780
This is straight up retarded wtf
>>
File: 122312312231231.png (3 KB, 380x150)
3 KB
3 KB PNG
And how would it be then if I wanted to subdivide? Which is actually my case. I think i'm having difficulty to unwrap the uv because of mine topology.
>>
File: ref.png (295 KB, 2400x2400)
295 KB
295 KB PNG
>>612788
>>
File: 1.png (45 KB, 1534x645)
45 KB
45 KB PNG
>>612823
My model without chamfers, i think that now it will work for what I want




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.