Seeking some advice on hard surface modeling topology. r99

Hello everyone, I am a beginner in Blender, and this is a firearm model that took me a week to create. During the topology process, I often felt dizzy and overwhelmed, not knowing where to start, but fortunately, with some help, I managed to complete it. If you have any suggestions regarding my topology work, I sincerely welcome your advice. Thank you for your valuable time.

Full body

Magazine
Screenshot 2025-10-26 131853

Gun barrel

Buttstock

Nice so far… you may think a bout this…

some parts have a very thin “tansistion” (green) and one might thing “how does this hold together”, the trigger area might be a bit small so one has to have also a smal finger and not gloves (?) and the part supposed to be resting at the front of the shoulder might also be al itter to edgy to be comfortable…

You might also show a bit more of the front or top to represent this when asking for improvements.

Topologywise it might be a bit too much (also first person weapons are somekind of stretched with more topology on the reas because the are only seen from “behind”… if there is no “big” weapon change aninmation)

(sadly i lost my refererence for the 1st vs 3rd person weapon…?)

It is not easy to comment on the current modeling.
But if it’s your first time, I don’t think it’s bad.

  1. Where the edges are concentrated, wrinkles are likely to form.

  2. It seems to have been topological as one large lump with no separation apart from some.

Topology modeling as a single lump is a challenging method.
If it’s not actually one chunk, it’s modeled as each part.

As long as you don’t use a natural round for the connected part, it doesn’t matter if you model it separately.

  1. The magazine looks like it can remove a lot of edges.

※ The video is about how to shrink the edges.

thank you ,very much

thank you very much

Thank you for your suggestion. I will carefully reconsider the structure of the firearm itself, such as the trigger mechanism, and optimize the topology.




Thank you for your guidance. The issues you mentioned have indeed appeared in my model. I will learn to properly arrange the layout of the wiring and attempt to model the various parts of the gun using multiple objects. I will remove unnecessary wiring, such as around the magazine, and will closely watch the video you shared on my phone. Thank you for your suggestions.

The software on that link is MAYA.
However, the way topology is handled is not much related to software.
Maybe this video will help you.

https://www.youtube.com/@Elementza/videos

This is not just for topology.
You’ll see how you deal with Hard Surface Modeling. :thinking:

ok,thank you

Awesome model. If we are talking about topology, let’s not forget what the main goal is - to have as little as possible to still hold the forms. Sometimes it’s to hold the forms while deformed, but not in this case since that’s a hard object that is not going to be deformed. So something like this:

Screenshot 2025-10-26 131853

can still be reduced. You obviously don’t actually need the loops in the parts that are straight and flat:

So what’s wrong with this is really that simple. For smooth forms on the other hand like here you do actually need more because they are starting to seem not smooth enough:


image

It might not be more that you actually need but it might be better to have evenly distributed loops so that there are no visible uneven density of topology. You can use Loop Tools add-on’s Relax and Space operations:

relax

Obviously edges like these


wouldn’t do anything to the form if it’s flat so they can be removed. It’s sometimes not as clear what to remove, because those loops are going somewhere where they are needed, then you sometimes have to decide to sacrifice the niceness of the topology and convenience of working with loops and might need to remove the loops up to some point. They can often be merged in various nice ways as well, but even if you get a bit messier parts, sometimes it’s not the end of the world if you don’t actually need those loops for it to be more convenient to work later.

thank you very much.

Thank you for your recognition. :smiley: During the modeling process, I often feel exhausted because the excessive wiring draws a lot of my attention. I truly appreciate the concepts you shared regarding topology. Moving forward, I will invest more thought into it. Additionally, seeing the features of the loop tools you demonstrated seems like it will be a great help to me.

I would also say don’t worry too much about what they say in some tutorials about making it all quads or avoiding triangles or even n-gons at absolutely all cost. That is actually irrelevant, the main thing is for topology to hold forms and to be convenient to work with and that’s why we love quads and loops. N-gons do cause issues, but if there is a situation where it’s convenient to work with triangles and the n-gons and you know they will not cause issues, then it’s fine. You can have some triangles and sometimes n-gons is the best way to go, it all depends on the situation. Like the guy in the tutorial Kim links to inserting a single vert just to make it a quad… :laughing: That’s just absolutely silly even though he shows useful ways to keep quads that might be convenient, obsessing with them too much is just pointless.

Thank you for your guidance. When there are multiple approaches to achieve the same outcome, I will carefully weigh their differences and advantages.

Triangles or quads can be useful or a hindering or usefull… it depends mostly on the use case. Even n-gons can be useful… i read something about thsi the other day:

https://www.artstation.com/artwork/0n93EV

Of course if there is some guideline bible one has to follow one have to do so… but sometimes… :wink:

Ooh and this one too:

Thank you, I will read it carefully. :smiley: :smiley:

thank you :wink: