So I’ve done 3D modelling in 3DS Max and I’m currently learning blender, and I’m beginning to look at creating more detailed models and learning about stuff such as managing topology.

https://www.youtube.com/watch?v=rEj1uHSu1Bw

I’ve noticed in videos such as this, instead of merging the meshes together and managing the topology of each detail/element, the modeller just creates a new mesh. Is this right? Or is there some benefit to combining these details into one “monolithic” mesh and then fixing any topology issues.

Is there much performance or other downside to creating multiple separate meshes like in the video? Am I overthinking this?

  • merthyr1831OP
    link
    fedilink
    English
    arrow-up
    1
    ·
    2 months ago

    Of course there will be a few meshes per model, but I’ve seen people modelling both in the example of “just make a new mesh and sort it later” and “vigorously control the topology at every step of the process” which is also painful lol.

    When 3D modelling relies so much on quads, it sure is hard to keep said quads from turning into ngons! just need more practice I suppose

    • Obsurveyor@mastodon.gamedev.place
      link
      fedilink
      arrow-up
      1
      ·
      2 months ago

      @merthyr1831 It comes down to preference, how efficient you want to be and what best supports the end goal of the result. There’s really no general purpose answer.

      You can even have n-gons in subdivision surface models if it’s a flat area.