This Game Boy prop is my first real-time prop done by PBR workflow used in real-time production
My goal is to achieve the most realistic look while maintaining the prop usability in game engines using the lowest polycount possible in modeling pushing further my textures on Substance Painter.
Existense of some edges are questionable. For some edges - complitely doesnt make sense.
If you was maked topology “that way” for avoiding thin triangles (despite the fact you leave them in some places) - its really good.
Also its better to close cylinder caps with parallel edges, or even better use triangulation operator (unfortunately i cant find the link where all of this was explained).
You have really good points. I think I got it about closing cylinder caps by deleting them and marking the cylinder edges then grid fill if that is what you mean, for the triangles it was causing some shading issues and I didn’t find any solution but adding edges in those cases, I will try to avoid this in the next projects . thank you very much
And here’s some mode detailed explanation why long and thin triangles are bad for GPU:
Just want to clarify:
Even if you have a few triangles like that in your topology - it doesnt matter what you will lose all you FPS and so on. Modern GPU can handle extreme amount of triangles, and in like 90%+ cases not the triangles are cause performance issues.
So all those lowpoly topology guides/rules is not “that important”, but still important and just the “best practice” and technical easthetics.