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760609 No.760609 [Reply] [Original]

why do people model rooms like this...

>> No.760610
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760610

instead of this? i mean why make it all one object and create hundreds of unnecessary edge loops in places you dont need them?

>> No.760616

To avoid shading issues

>> No.760618

sure, at the end of the day, everything is converted to tris and pushed to the GPU, but the method we choose might have implications before we reach that step.

for example, it might be going to another artist for more work. can we export it as-is with n-gons, or does it need to be converted to tris first? it's mostly a flat surface, so we have some flexibility with texturing, but we may still run into problems. we won't know until we pick a method and commit to it, but all-quads is a known strategy for minimizing complexity and problems.

or, maybe it will be used as a game asset. the objects will need to be joined to make a single mesh that, for example, the collision code can treat as one object. doesn't have to be done that way, but that is certainly less work than importing each wall, assigning a texture, etc. etc.

if it's a static render, it's unlikely to matter, but it can certainly affect things like reusing the asset in other scenes, what modifiers can be active (my guess is that the second model will not like the bevel modifier) and so on.

>> No.760620

>>760609
Depends on what its for or where its being used.
I use to model buildings like this when moving assets in and out of hammer (source engine stuff) just because how the textures split the faces on a wall (baseboard, wainscoting, crowns). Moving assets out that mess up the floor like that would be where the texture seams are or other engine related shit like visleafs.
>>760616
This is correct too. Every environment is different and you can get wacky results. I'm too lazy to find it but Unreal Engine 3 (UDK version) had a guide that explained why to do this and the benefits for that engine.

>> No.760644
File: 149 KB, 1873x659, knife cut.jpg [View same] [iqdb] [saucenao] [google]
760644

>>760609
>>760610
From my understanding, the straight edges are just there to act as "guides", because otherwise your loops will be all over the place once you start adding more edge loops or using the knife's midpoint cut option.

>> No.760700

>>760644
not OP, but I think the question was about why keeping all walls, and floors connected with loops running through all of them instead of >>760610

>> No.760715

>>760616

What kind of autistic answer is that. You won't get any shading issues if the faces remain flat (which they should). Most people who model like this are blendlets making their first unity horror games. Floor should be separated from the walls, same with the ceilings.

>> No.760892

>>760715
You got to remember, in this day and age, PBR is a thing, and among those textures are displacements. So say the wall texture you use is that of a set of tiles, you're going to need a displacement map for realism, and that's where the smooth shading option comes in.

>> No.760904

>>760892

Displacement existed before PBR.

>and that's where the smooth shading option comes in.

Blendlets can't possibly be this dumb. Displacement maps have nothing to do with shading, normal maps do. And all of this have nothing to do with wall topology.

>> No.763439

>>760609
>>760610
So what is the best method between these two?
The second one seems better because it has modularity and easier topology, but does the other one solve other specific problems?

>> No.763465

>>760610
depending on the engine you'll want to keep your mesh watertight, which due to floating point inaccuracies won't happen with the second method.

>> No.763483

>>763465
What does watertight mean here, should all the verts be connected or is it enough that geo gets pushed into each other?

>> No.763484

>>763439
both aren't optimal
first is needlessly heavy
second isn't loop friendly

>> No.763883

>>760609
topology matters more than poly count

>> No.765729

>>763483
Depends on the Engine and method for determining watertightness.

>> No.765730

>>760609
retardation mostly

>> No.765891

rooms are one of the best use cases for CSG
sadly most 3D packages CSG tools are horribly underdeveloped

>> No.766080

Maybe the loops are being used because of trim sheets. I would need to see the final version

>> No.766879

>>760609
Cause they're too lazy to optimise.

>> No.766884

If it's a static house, do you really need quads? Can't you just use ngons?

>> No.766981

>>766884
>ngons
Aren't these bad basically in every case? From what I know you can still use tris tho

>> No.767285

>>760609
because im trying to model it like it's a character. I'd love to know the "right" way to model interiors.

>> No.767296

>>767285
Watch a pro archviz tut but the only correct answer is "as fast as you can holy shit the commercial real estate market is shifting again AHHHH"