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I'm trying to make some meshes for an environment in a game, and I was wondering how important togoloy is.
Since it's gonna be static and not animated, does it matter if the mesh has poles, ngons and all those other things you should never have on a character mesh?
As long as I keep track of my poly count, can I disregard everything else about topology?
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>>614504
Pretty much... But it also depends on the preference of the artist, and technical aspects of the engine or shader. If you search for game environment wireframes you'll have anything from ngon city to almost pedantic level of uniformity like in Order 1886 (pic related). Why they did that in the Order I can only guess as being support geometry for tessellation or some other specific requirement, but otherwise it's usually just a waste of polys.
Of course, given how efficient modern engines are with regards to transform workloads, you almost can't call it a waste as typical deferred renderers can crunch through millions of polys without issue regardless. As long as you can efficiently stream level data and the levels are built in a way that you can optimize culling by controlling how much the player can see from any vantage point, you shouldn't have issues.
What I would suggest is to try your own experiment by exporting models using various levels of topology optimization and see if your workflow respects the topology or if you end up with fucked shading.
I already know for myself that models with custom vertex normals work just fine in UE4, and that I have can have big ngons with no shading issues, but it might not work out the same way for you or be what you need.
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>>614507
that additional geometry on the walls and ground are most likely just there for vertex painting to add some variation to them.
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>>614612
I suppose so, but you can also see a lot of floating geometry, like for instance the angled polys at the bottom of the nearest wall, which I suspect are decals. In fact there's a very heavy usage of decals here. Otherwise I can understand there being some level of cross sections in account of modularity, just seems a bit much for just that.
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>>614507
>>614633
Are you just typing random words?
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>>614649
Just because you're a noob who can't understand him doesn't mean he is typing nonsense.
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>>614652
But I'm not a noob and he is typing nonsense.
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>>614507
Don't listen to this guys' ramblings.
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>>614649
>>614689
>>614690
>hurr this person must be retarded or unknowledgeable
>doesn't offer any counter-arguments, samples or personal expertise to discredit them
>OP remains none the wiser, other anon will continue rambling, shitposter feels good about themselves

It's almost like I'm on 4Chan.
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>>614698
I don't need to post evidence of nonsense when it can be viewed readily in the post itself.
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>>614690
Dunning Krueger, the post.
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>>614699
Well excuse me for not being as exalted as yourself to spot BS at a glance, didn't know this was such a high-class club.
While I know better than to take the advice of armchair experts, what if, like OP, I'm relatively new enough to 3D to not know all the terminology, but this is a topic I'm interested in?
Even if you don't want to waste the time explaining anything yourself, surely you can at least provide a link to a resource which you know has a good rundown of environment design?
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PROTIP #1: When you encounter the word "ngon" in a post, you can stop reading it because it's some from Blender guy and has no possible value.

PROTIP #2: Some people are obsessed with topology because Blender is full of bugs and can't render anything but the cleanest polygons without producing artifacts.
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>>614722
You are no pro, your tips are meaningless.
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>>614703
>>614721
Anons, you have the power of the internet at your fingertips, there is no need to rely on others for this kind of information. You're want of being spoonfed reminds me of maya/bloatmax/daz3d users.
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>>614722
Here comes that guy that shits up the board with his blender hatred.
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>What my thread has devolved to
>But still better then the answers I got in /adgd/

>>614722
I'm a 3DMax + ZBrush fag and topology has always mattered, I don't know what you're talking about

>>614507
>>614612
>>614633
Thanks Anons that was really helpful
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>>614722
Are you that anon that's designing a video game with autocad? And when people tell him no engine will support his models he just yells about raytracing and ferraris?




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