How can i improve this Topology of my Mesh


#1

Hi,

I am working on a Car but my Topology looks like the opposite of clean and beautiful maybe you can help me fixing that and telling me some tricks how i can improve that i would appreciate that very much…
The Car is for game purposes so it need to be in the budget of the poly count. if i remove the "unnecessary " Edge Loops i get bunch of N-Gons i also dont want any triangles…

Pictures:

Thank you for your time!

many greetings,
Martin


#2

If you don’t intend on applying a smoother such as turbosmooth/open-subdiv etc. why can’t you have triangles?

Miss-match in edge-detail. The corners of the wheel-arch are large but represented by only a few edges with respect to the small-lip that has twice as many.

Are you going for real or cartoonish?


#3

Low-poly topology and subdivision topology are two different techniques.

Lowpoly technigue bewares about polycount
Sub-d doesn’t care about polycount, as it will be subdivided many times. We care only about the cage.

Lowpoly uses triangles a lot, especially if the mesh won’t deform.
Sub-d also uses triangles, but sparsely, and not in major areas, where consistency of flow is of utter importance.

In both techniques you care about visual result, which should look smooth, edges go parallel\perpendicular to forms or deformation (not diagonally or chaotically).

Lowpoly doesn’t have a concept of loops\supporting loops. As the model is what you see is what you get in the engine.

With lowpoly, you also care about smoothing groups, as they mimic abrupt or smooth changes.
With sub-d, you use many loops to make the mesh denser to control its edges.

I would look for lowpoly topology examples. There’s nothing complex about it. It just has to conform to the poly budget of a particular project, and have optimization (deleting unnecessary edges, which don’t shape any form).


#4

A highly recommended step by step detailed vehicle game asset creation, beginner/intermediate level Udemy course. Initially beginning with modeling a low poly object too UV mapping, color ID, texturing in Substance Painter, then finally export into Unity with an additional bonus of animating the vehicle, as well.

Although the initial modeling phase is completed in Blender 2.8 however basic hard surface principles are nevertheless transferable to other 3D software packages, whether proprietary or open source. So really the only slight differences will be in app tool workflow functionality which just glancing at your posted image, seems to be an Autodesk DCC program.

https://www.udemy.com/course/blender-28-game-vehicle-creation/

Well worth spending $16USD and that’s not an opinion by the way because comprehensive specific automotive game-res tutorials such as this example are rare, if not non existent to date AFAIK. So pretty much consider yourself fortunate that these days people have easy access too quality online self-taught material, at a mouse click! whilst those of us who’ve been around awhile did most of our learning from BOOKS! made of trees : /


#5

Sub-d does care about poly-count because you don’t want to have to manipulate unnecessary vertices. Beginners use too many and their results look like the car has already been in an accident/melted.


#6

That’s why I said you care about cage for further deformation. Also for characters it’s more important. But in many cases, for coplanar surfaces loops can be added without future problems.


#7

Well, if i have Triangles i have weird shading similar to a N-Gon thats why i want less Triangles as possible


#8

You need to learn how normals and smoothing groups work. In Maya, smoothing groups might be named differently.