Confused about topology.

Question Modeling

Hi, there! :)

I'm very confused about when it's okay to have bad topology and when to use booleans or not in 3D modeling.

So I have understood (maybe I misunderstood) that all 3D models, preferably should have perfect/good/clean topology? And that no polygons should overlap?

I see some modeling that looks "messy", where different parts overlap etc, but where the end result is pretty great. Not an example of greatness, hehe, but this house I made has what I would call, overlap (maybe there's a better word for it). The roof and the stairs of the house is going into the walls, and the window cut out of the wall using a boolean made ugly topology.

I think I heard good topology was important when making game assets etc? Maybe that's where I got it from.

I think this confusion about topology is holding me back from getting better, so I would really appreciate some advice on this. Is it okay to have bad topology and overlapping polygons if the results look good?cgcookie3asd.pngcgcookie1asdfgh.png

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  • Martin Bergwerf replied

    Hi 5546_student,

    "Is it okay to have bad topology and overlapping polygons if the results look good?"

    Yes, absolutely!

    (I wouldn't even call it bad Topology, but that might be because of my math background...)

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  • Omar Domenech replied

    I'd say it all depends on what you end up using the model for. If you are just doing it for yourself, so personal use, you can work as dirty as you want. But when you're on a team and on a pipeline and the company has rules, then you want clean models. Good topology offers flexibility, so when it times to make changes, you want a good model that is not going to be a hassle. 

    So you can have "bad topology" if it works it works if the end result is a great render and no one is going to go into your files but you. Also sometimes you have to work fast, because there's tight deadline, and there's no time for prettiness and you have to slash and hack. 

    It's always good to strive for clean topology, everything is named correctly, clean UV's etc. When you're able to then for sure it's a rule of thumb, but it's not an absolute necessity. 

    As you model more and more you'll start to see the pitfalls, you'll see what to avoid, what to be permissive with, what you should and should not do because you know is going to bring you trouble down the line. Go it time, experiment, make mistakes, develop a sense for it all, be patience and have grit, 3D is super fun. 

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  • 546_student replied

    Alright, I think I'll try both ways. Thanks for the help, guys! :)

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