Hello. I tried to make low poly model around 3 weeks and i gave up. I can’t understand how to make perfect topology. Could someone explain me how to make a low poly model from my object. I don’t ask to make all things for me, just right tools and right direction.
Post is missing essential information for the question.
How is the model used (Still image, animation, game engine, 3D printing, other)? Does it deform, does it have to be suitable for subdivision surfaces, does the object separation/cuts have to be preserved?
Model will be use in browser. Yes model have separeted parts (nose, body, faceplate). I just can’t understand, from which part i need to start for retopology to be sure that all edges would be connected without triangles.
Structures may be very different depending on how the model is used, the requirements, so the topology can be very different and also the workflows to get there. The structure and modeling workflow also has to take the other steps in the pipeline (UV, materials, textures, export, etc.) into account.
You’re basically asking how make a perfect cookie with “it’s for eating” as background information. That’s fine, I’ll just assume a number of things to answer.
This only tells me it might need less polygons but I’ve looked models with as many in my browser.
Probably means line up. They’re not connected since they’re supposed to be separated.
Manual retopology with face snapping, shrinkwrap modifier, and other possible tools could start by planning ahead
Cut lines need an edge loop (black lines). Could model things as connected at first, but there has to be edges where things are cut, and once they’re cut the parts may have different amounts of geometry unless it affects the contours on the cut line.
Simplifying big forms. Object at the top is a deformed cylinder for example, which tells what kind of edge flow it can use. Could continue with other primitives for other parts, or could follow the contours where the surface curvature changes (some orange lines as an example).
Sharper curve on an edge loop need more vertices than on parts where the curving is more gradual. Straight edge can use just one edge with a vertex on each end. Same for surfaces, curved surfaces need more geometry than flat ones.
Based on those, could plan ahead how many vertices the bottom needs as a bare minimum (blue lines), and how many is needed where the edge loops for the contours turn. Adding those loops in that order puts the important flows in place and also gives a preview of the density. The rest is following the contours and filling the gaps.