Simplified mechanic Ulna (WIP)


#1
  • Trying to create Ulna & Radius mechanic Joint

  • What do you think about the topology ?

#2

It looks good, but if you want some constructive critics than I have some points.

  1. make sure when you have curved surface, you have evel loop edges, whole cylinder has nice equal spaced edges except those you probably mirrored. easy to fix.

  2. If you want your curved surface to hold shape, the only way is to start with higher resolution. it would be quite difficult to add those edges now, instead start with more dense cylinder at the beginning so you have shape locked down when you add sharp cuts to it.
    (if this part is going to take 10 pixels on screen, dont really worry about this topology at all, but if it is a car (for example) with shiny reflections that will show every topo mistake, you have to do use higher resolution and be extremely precise Before you start adding cuts, and support loops.

  3. this topo mistake has nothing to do with model, however if you have support edges on each side, it will make nice sharp shape, and adding more support loops inside flat surface would make no sense (from modeling perspective) however this will greatly help to reduce UV stretching (if you do unwrapping on higher subdiv levels, you can skip this step) but otherwise try to have equal density of polygons, not three support edges, then nothing until another high density support edges come. (just try to unwrap you model and then add those blue edges, you will see some magic :smiley: )

full res


#3
  • Made some progress ( it’s functional )

criticism is welcome ^^


#4
  1. make sure when you have curved surface, you have evel loop edges, whole cylinder has nice equal spaced edges except those you probably mirrored. easy to fix.

  2. If you want your curved surface to hold shape, the only way is to start with higher resolution. it would be quite difficult to add those edges now, instead start with more dense cylinder at the beginning so you have shape locked down when you add sharp cuts to it.
    (if this part is going to take 10 pixels on screen, dont really worry about this topology at all, but if it is a car (for example) with shiny reflections that will show every topo mistake, you have to do use higher resolution and be extremely precise Before you start adding cuts, and support loops.

  3. this topo mistake has nothing to do with model, however if you have support edges on each side, it will make nice sharp shape, and adding more support loops inside flat surface would make no sense (from modeling perspective) however this will greatly help to reduce UV stretching (if you do unwrapping on higher subdiv levels, you can skip this step) but otherwise try to have equal density of polygons, not three support edges, then nothing until another high density support edges come. (just try to unwrap you model and then add those blue edges, you will see some magic )

  • Thank you very much for taking the time to write this, i really do see your point, i guess it’s just the fact of it being a part of a character for a game is what made me think twice before adding another face, i have no experience yet with modeling for games but i’ll work on it for sure.

take care


#5

Hey man,
if you want that to be a model for a game engine, then you should not use subdivisions at all. The game engines don’t have that possibility yet. All the models that you see in any game are low poly and the details are handled by textures and normal maps.
You still have the possibility to model a HiRes object and transfer all the details from it to a low poly version of it.
You really need to dig into the subject before going on with this since game assets have to obey to some specific rules.
As a subdiv object, it’s not bad anyway. :slight_smile:


#6

Hi jacopoS, thanks for stopping by ^^

i have realized that i need to take a couple of days to learn the fundamentals and rules of modeling for games, thanks for the information guys :thumbsup: