Is this hard surface geometry ok?

I am trying to model this little metal clip:

And I want to know if this is a reasonable outline geometry for this face, given that the ring part can (with a little bit of force) be deformed.


Thanks for any input! I've attached the .blend for it at this stage in case it makes it easier to show where I am messing up.

  • Catherine Irkalla(catherineirkalla) replied

    Thanks and that is good feedback too! So would you say that from the kind of quasi-artistic quasi-engineering perspective where I'm trying to think about how force affects the mesh (even though it never actually will)  but balance this with nice-to-look-at-topology that I'm just being crazy and overly impractical to the point that I'm breaking any kind of both artistry and engineering? I'm kind of feeling like that that is how I'm coming across...

  • Catherine Irkalla(catherineirkalla) replied

    Ah ok I'm going to try the boolean here in just a second and see how it affects the overall look of things! I knew it would do a cut out but didn't know that it would connect it automatically.

  • Catherine Irkalla(catherineirkalla) replied

    Ok I uploaded the lasted .blend to:

    https://drive.google.com/file/d/1IUEjM0-tPvOTozaJYwGeByIkQdsO4tN1/view?usp=sharing

    It has my pre- and post- elensanima's suggestions on the first layer and I think has all the files correctly packed. I tried attaching it to this thread but its like 5.1MB and thats over the 5mb limit haha

  • Dolores 74 (dolores74) replied

    Profile 5 40x20 3N90 on page 30 Here's the file

  • plasmavoyage replied

    Topology always matters.
    Having a clean topology brings a lot of advantages with it, such as:

    - you can apply changes to your model/mesh without having to dive through a chaotic mess of vertices and polys

    - the bigger your project is, the more hardware performance will be required, which can be partially limited by having a clean topology

    - when you want to texture an object, you can find the right edges to use as seams much faster and simpler

    - other people who potentially might have to work with your object, will have an easier time to get an overview of your work

    - if used in professional work for a customer, it is much more professional to have a clean topology

    - modifiers and shaders will be able to work with fewer errors when you have a clean topology

    - rigging objects with a clean topology will also be much easier

    - objects with a clean topology can also be exported and imported into different file formats and programs without causing too many issues

    - different renderers will also react differently depending on what your topology is like, and again: a clean topology will provide smoother results and if not, it will be easier to determine where the error is coming from

    Always try to work with a good topology, the more you practice it the better you get at it and the smoother your projects will become.

  • Dolores 74 (dolores74) replied

    All of that is true, but if you spend hours on making beautiful topology  on a little piece like this @ 100 €/h ... you will soon run out of costumers.

    I made it in an hour so that will be 100 €. After two days you girls are still arguing in the kitchen, not interesting in how it has to be done, but waiting for somebody to come along, talking the words you want to hear.

    It would’ve been more interesting if Catherine had chosen a piece where topology is important. We could’ve told her exactly what she wanted to hear.

    I love women, they’re so cute :-)

  • Dolores 74 (dolores74) replied

    Btw Catherine, my name is DolorEs. The worst damage you can do to a girl is writing her name wrong.

  • Will (williama) replied

    One thing that can be helpful - is to model the main shape flat, then add the bend in afterwards. That gives you a good overall view of how it all fits together, and saves you from popping around between the different views.

    I thought I'd have a go at building the shape.

    The different coloured loops were what I put down first to define the important edges (the tighter loops were cut in afterwards).

    Then the white bits in the middle filled in the gaps. Getting poles in these areas isn't a problem, as they won't be on a curve or an edge.