this post was submitted on 07 Aug 2023
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Blender

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Hey, just a programmer and quite the noob at Blender with a question, having just done some simple models previously and never really tried to put my best effort or time into any of the models.

I am wondering for a game mesh what should be done in a case for example as the example image after a bevel when there is those new n amount of vertices on the face?

One could just in an ugly manner just connect all those vertices to some of the other corners of the face to create a bunch of triangles right? IF would be certain the face would be flat, just like a cylinder cap?

But in a more clean way how would/should you make the toplogy on that face back to quads?

I have watched a few youtube toplogy videos but still clueless about this lol

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[โ€“] _jonatan_ 6 points 1 year ago (1 children)

Having everything in quads only becomes important when you are animating the mesh.

And when using subdivision modifier

[โ€“] Sebasdotworld 1 points 1 year ago

And to have good shading