this post was submitted on 07 Aug 2023
9 points (100.0% liked)

Blender

2730 readers
2 users here now

A community for users of the awesome, open source, free, animation, modeling, procedural generating, sculpting, texturing, compositing, and rendering software; Blender.

Rules:

  1. Be nice
  2. Constructive Criticism only
  3. If a render is photo realistic, please provide a wireframe or clay render

founded 1 year ago
MODERATORS
 

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

you are viewing a single comment's thread
view the rest of the comments
[โ€“] _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

[โ€“] Sebasdotworld@lemmy.world 1 points 1 year ago

And to have good shading