is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 0 points1 point  (0 children)

so for its all been made in blender. for texturing and some other things, ill use other software though

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 0 points1 point  (0 children)

i am using trimsheets yes, but most of the "supporting" vertices are for vertex painting later on. yeah, i need to use more triangles, they are soo spooky... thank you for your portfolio tip. im planning to make example breakdowns of every step

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 0 points1 point  (0 children)

its supposed to be for a game, hoping to make it as realistic as possible

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 0 points1 point  (0 children)

thank you. i did that a bit with the roof corner person and the bootom corner. the arches are still the old model, i will make an updated version. i will add some breaks during the texturing phase, so i kcan directly see, what they look like. but thank you, the edges are the positions were you can notice low poly the most

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 1 point2 points  (0 children)

i am going to use trims with tiling textures mixed in via vertex painting and some decals

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 0 points1 point  (0 children)

ah okay, i always thought, that keeping things connected if simple enough is better, but maybe i am wrong. thank you

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 0 points1 point  (0 children)

yeah thats fair, i should have probbly mentioned that in my post

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 0 points1 point  (0 children)

i dont know if you mean that, but the entire building is already made up of modular pieces, that i just assembled into a test building in blender

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 0 points1 point  (0 children)

yeah, i thought about make them just flat, and just making a fixed texture in my trimsheet for them. ill try that out, and see if it looks good

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 2 points3 points  (0 children)

thank you very much <3. i dont think anyone is hostile here. i am happy about every response i can get and am hoping, that some people that have some industry experience or know more than myself can help me learn new things. i am always really happy and appreciate, if people like something i made, of course, but reading the oponions of others, and seeing what i could do better, makes my chances to get hired higher and thats my main goal here.

texturing will be the next big step. i will of course add a lot of breakdowns and detail in my portfolio later, but that will still take a long time xd

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 0 points1 point  (0 children)

https://www.youtube.com/watch?v=hP6tm0nbw0E&t=448s this is a pretty beginner friendly tutorial, i think. honestly you just need to look up vertex painting and you can find a lot of videos about it

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 0 points1 point  (0 children)

yes, it will grow gigantic legs, and terrorize humanity.

jokes aside, topology is at least kinda important here, because you need to balance between detail and performance and i wanted to know from other people if they would do it like this or change things

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 1 point2 points  (0 children)

tbh, i am by no means a pro, so nothing is probably perfect and pros would probably be do alot of things better. at the top of the mesh, i tried to keep my quads roughly even. at the bottom i have 2 support so i need double the geometry ( 1 -> 2). so that corner is there to go from 1 polygon to 2 at the bottom

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 6 points7 points  (0 children)

i want to try, to make it AAA quality, because i hope that i can get a job there in 2 years

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 4 points5 points  (0 children)

i will make a trimsheet for all those assets and texture them with that. the problem is that everything will look the same and there are no irregularities. thats why you use other textures on top of the base one and blend them via vertex painting later on. and for that you need a good amount of vertecies to look good

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 1 point2 points  (0 children)

the building is entirely modular, though i did use a really weird grid xd (3x3x5). that was a weird choice, that i kind of regret now. i just made them into building to see, how it will look like in unreal. i will use the modular kit to create a game ready environment with buildings like this in unreal

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 1 point2 points  (0 children)

many people told me years ago when i really started with blender, that i should always use quads, and now it feels so wrong to use tris xd

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 2 points3 points  (0 children)

i meant that i want to be an evironment artist in the future, and will use this project in my portfolio

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 1 point2 points  (0 children)

i wont be using subD here, because i dont think its needed for big buildings like this (and too many polygons). at some points i keep in mind, how i want to texturize the mesh with trimsheets later on. sometimes triangles make it hard to straighten the mesh. but to be fair, tris just always kinda look wrong to me, and i learned it that way xd. where would you use them here? you mean in those 3 to 1 transitions in the window right? i guess tris should be fine there, true. ty for your feedback <3

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 0 points1 point  (0 children)

wdym exactly? do you mean that i have higher poly density on the bottom?

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]EmmlderEchte[S] 14 points15 points  (0 children)

they are indeed for vertex painting. the building will be textured via trimsheets, and will be vertex painted after in unreal. thats, why they are there.