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Holes in a polygon?

PostPosted: Sat Mar 09, 2013 5:46 pm
by marnamai
I am making a weapon model to learn hardsurface modelling but I am not sure how to tackle this
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For the holes I used a proboolean, then cleaned it up. But it the topology looks awefull... I am not sure if this is a correct / acceptable practice.

Re: Holes in a polygon?

PostPosted: Sun Mar 10, 2013 12:48 am
by DonPunch
this is all I see that would be a concern, but I cant tell from this perspective

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If its just going down on the Z then disreguard, but it looks to also come out sideways

Otherwize, thats good clean geometry after using a boolen

Re: Holes in a polygon?

PostPosted: Sun Mar 10, 2013 3:55 pm
by marnamai
But wouldn't all those triangles be a real bitch later on when I start adding extra edgeloops to support the hard edges for the highpoly?

Re: Holes in a polygon?

PostPosted: Sun Mar 10, 2013 6:10 pm
by marks
protip: do the highpoly first.

Re: Holes in a polygon?

PostPosted: Sun Mar 10, 2013 6:17 pm
by marnamai
But how is the lowpoly made afterwards? Removing edgeloops from the highpoly or making a seperate new low poly model?

Re: Holes in a polygon?

PostPosted: Sun Mar 10, 2013 6:19 pm
by marks
Usually separate new mesh.

Re: Holes in a polygon?

PostPosted: Sun Mar 10, 2013 11:52 pm
by Whipper
Retopology is the word i believe is used http://www.youtube.com/watch?v=1WesceCDIz4

Re: Holes in a polygon?

PostPosted: Fri Mar 15, 2013 6:53 pm
by - Livewire -
marnamai wrote:But how is the lowpoly made afterwards? Removing edgeloops from the highpoly or making a seperate new low poly model?


Both, removing edge loops will be fine for the lowpoly, but with slightly more complicated meshes it can be faster to just remake it.

Re: Holes in a polygon?

PostPosted: Thu Mar 21, 2013 1:09 am
by Stormy
Yeah just use way more verts and use this as your highpoly model. On your lowpoly model you can have strange things like that, but try not to stretch the faces too much or you'll get an odd bake and odd lighting. You can sometimes make your lowpoly by decimating the mesh (removing edgeloops etc) but I find it's so much nicer if you remake it, because you make all the mistakes on the highpoly and then you know which parts should do what on the low. If that makes any sense.

as for your particular problem, here's a couple of possibilities, depending on how you want your loops to go. The thing with using a neat loop system is that it fucking ALWAYS pays off later. I have never had a bad time with loops, I fucking love them. Keep them neat and they will keep you happy. Seriously, modelling with good loops is like copping a blowjob under the desk while you model.

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