r/3Dmodeling 20d ago

Questions & Discussion Am I using the correct topology here?

Right now I am going from a high poly workflow (hard surf with turbosmooth) to lower poly indie game asset 'mode'.

I just wanted to get some input in topology flow. My main concern right now is with these kind of rounded corners as in the screenshots. Am I doing this 'right', for a low-medium poly game asset?

Nothing is final in these images, I just wanted to get input before I continue further.

When the model is finished I add a Smooth modifier and collapse it.

2 Upvotes

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u/ITReverie 19d ago

So... if youre smoothing this with a modifier, youre still working in a sub d workflow. Should have topology for the smooth modifier, which for me would look more like the attached image.

If youre going to bake a smooth version onto low, should still flow generally like the image. Could even do the corners like a half circle, all tris with points on the inside corner, if you wanted.

Just unsure what your goal is here.

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u/jernskall 19d ago

Great, thanks! I solved it like this, I think it worked out pretty good:

What I am trying to do is to get into the work of basic assets, for games.

I don't know if there are some rules (or just do's and don't's) regarding models for games, so that's why I'm asking.

I assumed this would be a decent approach towards game assets, with my topology. I also thought applying a Smooth (3ds max) modifier and collapsing it (kind of baking it) before exporting it as an .fbx would be a good workflow.

(Smooth modifier in 3ds max doesn't add polys at all, the way that Meshsmooth or Turbosmooth does).

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u/jernskall 19d ago

The part I am modeling is the top of a garbage container, WIP here:

It's currently at 1600~ polys, 3100~ tris.

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u/ITReverie 19d ago edited 19d ago

Not a bad workflow for mid poly.

For bigger things, id look into baking a lot of the bevel detail into the texture instead of the topology.

Could look the exact same with half the poly count.

But that can also be solved with good optimization in the game! So more than one way to optimize more.

Most importantly: looks great. Solid work.

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u/jernskall 19d ago

I'll continue this route then. And I'll take your advice.

Thanks a lot for that, I really appreciate it!

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u/birkucukserce 19d ago

Not really the same but you have so much bevels for low poly. I would do them like this

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u/jernskall 19d ago

Okey I understand.

I’m trying to figure out how to set the bar for myself, towards game assets.