Some beginner's question

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  1 Week Ago
Some beginner's question

Suppose I'm modeling a house, any simple house.
I know that I want to do is to model that house, but the topology of it is what I don't know what I should do.
Should I always aim for quads?
When is ok to not have quads?
Is n-gon always a bad thing?
Should I model everything as a single object, many objects or many objects and join them at the end/as I go modeling?
When I apply subdivision surface?
Do I always apply subdivision surface?
Bevel a corner or subdivision surface and then fix that corner?
Why sometimes Edge Loops doesn't goes around the faces and how I fix it?
As a beginner, should I aim to model something first and then care about topology later on?
If so, when I start to care about topology, should I care about it as soon as I start modeling something?
 
  1 Week Ago
Suppose I'm modeling a house, any simple house.
I know that I want to do is to model that house, but the topology of it is what I don't know what I should do.

Should I always aim for quads?
Yes, it's a good habit for beginners . However i would argue that all quads has more meaning when modeling characters.

The benefits of all quad meshes are:
Predictable subdivision (which means less artifacts) <---- If you don't focus oncharacter work then this would be your primary reason
Faster manipulation for laying out UV map seams
Faster manipulation for character skinning
Fast and easy manual optimization
Deformation friendly (a character's face for example.)

When is ok to not have quads?
When your surface is 100% flat
Non quad doesn't create visible artifacts when subdvided
Object will not need to be animated
Object will not be subdivided

Is n-gon always a bad thing?
If it creates artifacts then yes, it's bad.

Should I model everything as a single object, many objects or many objects and join them at the end/as I go modeling?
Objects in real life are rarely made as one solid piece, so aim to reproduce how they are constructed. It's always easier to model as multiple objects. Joining them if they are part of the same object would be wise but not required (you could isolate them to layers or groups)

When I apply subdivision surface?
While you are modeling the low poly cage.
When you need your surface to be higher resolution, for close up shots or baking normal maps for example.


Do I always apply subdivision surface?
Not when you are modeling a wall for example...flat surfaces do not need
super dense topology, they need just enough to get even shading and
proper texture space when cut up into sections.


Bevel a corner or subdivision surface and then fix that corner?
If your topology is correct in the first place you won't need to fix anything.

Why sometimes Edge Loops doesn't goes around the faces and how I fix it?
You're probably running into a "pole" which is a term used to describe a vertex where more than 4 edges meet, it breaks
the continuity of the edgeloop. Sometimes you leave it there or tweak the flow to fix the issue.

As a beginner, should I aim to model something first and then care about topology later on?
Personally i always focused on topology as i modeled.

If so, when I start to care about topology, should I care about it as soon as I start modeling something?
Yes.
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