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BUZZFX
10-09-2008, 03:41 AM
Hi, just wondering which topology would be better #1 or #2 and why? or Does it matter?

Thanks

:)

wesware
10-09-2008, 03:56 AM
1 gives you more subdivs at the corner and consequently a harder edge in a hypernurb.
If it's not going to be in a hypernurb then it's wasted polys, imo.

Might be other consequences/advantages in regards to texturing and AO.

BUZZFX
10-09-2008, 04:56 AM
Thanks Wes. Not planning to use a HyperNurb or UV map but just a procedural texture, so maybe I'll go with #2 as it has only 8 poly's vs 12 poly's for #1. If anyone thinks I should use #1 please explain.

:)

dataflow
10-09-2008, 06:41 AM
i would say 2.

1 reason would be "if you wanted to round the edge" (which all objects in real would would be even at microscopic level eg.. sword)

it would be harder to do that with number 1

LucentDreams
10-09-2008, 08:06 AM
2 is dramatically less geometry when it comes to say a whole house built that way. you have 4 extra polygons and 4 extra verts for every corner. If it was a my living/dining room that'd be 16 corners x 4 is 64 extra polygons. and overall house could be hundreds or even thousands, for an office building tens of thousands depending on how you handle floors

pjz99
10-09-2008, 08:42 AM
You're going to find that #2 is easier to model consistently anyway and with fewer steps - #1 requires multiple cuts, while #2 can be done in one extrude. Fewer opportunities to make mistakes!

AdamT
10-09-2008, 02:06 PM
To sum up, No. 1 for HN, otherwise No. 2.

BUZZFX
10-09-2008, 06:15 PM
To sum up, No. 1 for HN, otherwise No. 2.

Thanks everyone. A good rule of thumb and now I can go back to modeling! :)

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