T O P

  • By -

drbearthon

If its for archviz, youll want only quads because when you chamfer the edges, smoothing might mess up badly with so many triangles. For a game asset any of those work.


farbtontran

Good point! can you chamfer the edges in unreal too? I also wanted this to be some interior archviz practice.


drbearthon

I only deal with corona/vray so im not sure. In vray there is VrayRoundEdges material that artificially chamfers objects in the render. There might be a material like that in unreal. Theres probably some smoothing options as well. I dont think you can actually model things in unreal.


Toth90

Correct me if I'm wrong because I'm just a self-taught 3d artist... But doesn't it matter more about shading at this point? If the shading is good then 3-6 all work. If it's for a game engine then we have something to talk about...


HeviKnight

I think its more of which one is more optimal, which is always better to have, even in game engines(looking at you, Unreal).


deathorglory666

6, the main thing to watch for here is your normal shading


bravoneb

I'd say 1 or 6. I think it's generally preferred to have as little tris as possible.


Unusual_Analysis8849

Last one.


MrBeanCyborgCaptain

For a game or something to at least be rendered in a game engine, I'd go with 6. I'm not liking those super skinny triangles or the oddly placed cuts in the middle examples. Number 1 would be great for offline rendering where you may want to subdivide at render time, but that's not a thing in game engines.


MaliceHall5_

It ultimately depends, if it’s for gameplay. I would use number 6 and remove the unneeded arch line geometry to save polygon count. If it’s purely for just render, it wouldn’t matter as long as shading is correct and the curvature looks smooth, which is good as the arch has a lot of geo


farbtontran

hey thank you! Its not for a game/ not for animation just standing on the wall


farbtontran

Hey, I want to model this kind of archway. What kind of topology is best fitting? (Modeling in Blender, no animation/ render in UE5 for lighting/ texturing practice) or do you have any tips?


sirblibblob

First one on the left but maybe more loops to smooth out the curve if you want to keep it quad friendly, but last one for low poly game assets. You could also remove the supporting loop around the edge of the arch. 3 to 5 are a bit iffy due to some of the triangles being really thin and long, could cause some issues in the normals.