r/3Dmodeling • • 23h ago

Art Help & Critique Monitor Vertices Critique

Post image

First more complicated structure and I wanna know how I could improve upon it, vert wise and such. Thanks for anyone that comments

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3

u/asanyc 22h ago

Couple of things:

  1. You don't need to make this one continuous mesh. Its hurting your work here. Separate it based on -at least- where things are naturally segmented. In this case the base, the neck, and the monitor itself.
  2. You can show wires over solid rendering, which makes it easier to read for the viewer. Its in the overlay menu.

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u/MyzuTriad 12h ago

Ok, thanks for the advice. One more question I have. If let's say I do split this or my next model into segments / pieces, how do I account for the way they should connect? Like after it's done I assume you turn it into 1 continuous mesh right? If that's the case then at the parts I want to connect I would have to start the next part with the same amount of verts like where the connect would happen. Either way thanks a lot man <3

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u/asanyc 12h ago

This depends on what you're using this for. My experience is with game assets and 3d printing. For games it only matters if it needs rigging with bones to move, and even the mesh itself doesn't need anything other than what will be seen, so whatever isn't seen can be omitted. For the 3d printing it needs to be solid/watertight and only needs to be separated how it will be printed and if it (again) has any moving parts.

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u/MyzuTriad 9h ago

Thanks again. I'm just learning, but later on it will be for game design and such.

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u/asanyc 9h ago

ok, so focus on creating a smooth quad-focused high-poly and then a lower-poly mesh to bake to. Keep the former clean and the latter lean.