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File: 97 KB, 774x1032, keaton_mask_by_theangrymasksalesman-d4tfz91.jpg [View same] [iqdb] [saucenao] [google]
464934 No.464934 [Reply] [Original]

newfag here,

does mesh topology matter on models that arent going to be animated? im making a mask like this but im not sure if it matters or not

>> No.464938

it fucking matters

>> No.464945

>>464934
If you're going for a nice vfx render, yes.
If going for anything else, no, not at all.

>> No.464946

>>464934
To some extent, obviously the topo cant be such a mess that it causes render errors
but otherwise all is good

>> No.464947

>>464946
How can topology cause render errors? Like triangles so thin that they cause numerical instability, or is there something else to this?

>> No.464948
File: 335 KB, 600x600, 1425056918568.png [View same] [iqdb] [saucenao] [google]
464948

>>464947
>How can topology cause render errors?

>> No.464950

>>464948
Legit question; I'm a babby lurker.

>> No.464952

>>464947
multiple ways, mostly due to smoothing errors
nowadays its rarer but ngons are especially problematic for 3d software to render properly and smooth out
not to mention clipping, flipped polies, 2 vertex polies and shit

>> No.464957

>>464934

If the model is going to be subdivided then yes, the topology will still matter. Even if it's not sometimes weird topology can screw up the way shaders are applied to a model.

You should always practice good topology regardless of if the model is static or animated but needless to say a static model will allow for more leeway in how strictly you have to apply your topology.

>> No.464958

just throw it through zremesher op