Does good topology matter for hard surface modeling?

I’d like to use Blender to animate the movement of some machine components modeled using a parametric software (Onshape), probably imported as *.OBJ files. I know that this typically leads to bad topology, especially for circular geometry, and that manual retopology is probably recommended. But how important is this for hard surfaces, when the parts will not be deformed in the scene?

Depends on the materials & scene lighting. They can be affected by bad topology too, especially reflective/shiny stuff.

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Thanks, some of the materials will indeed be reflective/shiny metals.

There are several formats supported when sending from Onshape to blender.
Use the best format among them.
In addition, you can trim it in a blender or use tricks to solve it. :thinking: