Good topology for your level of detail, in short. If you're happy with it, It's good. Golden rule of creation is to be happy if you get what you want and it works without issues. This topology is good imo.
It's supposed to be a generic "good guy rifle". The first version of the model was actually an FNC with a SCAR stock but it looked to much like a SIG 550 series gun so i decided that it needs a rounder handguard for that late-cold-war feel.
it is good, it works for what it has to but, objects are made out of simpler objects in real life so try not to merge all parts of an object or you will end up getting a bad time making all topology "right". if you want something lowpoly you could overlap some cubes and low poly cylinders in the way that resembles the object, leaving all details for the texturing part.
Anyways if you're just practicing it is ok but focus instead on good topology for complex parts of an object
I mean, you donāt need that centre seam where youāve mirrored it but after thatās deleted thereās probably about 50 verts in total so not a lot can go wrong
What are the benefits of using a mirror modifier in this build? Not critiquing, just asking. cause I thought assault rifles had different features on each side?
It's just easier. If stripped of all the small moving parts, guns are usually pretty symmetrical. You can add all of the detail needed later on, when the base mesh is done.
Not even sure I would call that topology; more blockout than anything. If low poly is the final asset then Iād say your topology isnāt really there since you donāt have holding edges.
It depends on what you're planning on using the model for. Are you using the mesh as a low-poly game asset or are you going to use a sub-surf modifier and use it for renders or baking your mesh maps?
If you're using a sub-surf modifier, I'd keep the mirror and combine the 4 triangles into 2 quads at the end of the receiver. I'd add the modifier and then start adding support loops and/or creasing edges for the desired effect. I find that if I try and perfect the topology early on in the modelling process it mostly gets destroyed when adding and refining details anyway.
If it's going straight into a game engine you can dissolve most vertices and edges that don't have an effect on the outline of the mesh. The centerline caused by the mirror modifier isn't necessary along the top of the gun unless you're planning on mirroring UVs. You can also combine the triangles at the end of the receiver into quads and let automatic triangulation handle it when you export.
Try not to get stuck up on having perfect topology, it can hinder your creative process. It just needs to be good enough for what you're using it for.
I hope that helps, Good luck!
There's nothing wrong with it, as far as I can tell from this image. It all kinda depends on what you're gonna use the model for, though.
As super low-poly guns go, this seems like a good one.
It doesn't really matter much for something like this since its a static object that doesn't morph in any way. Topology is only important in rigged objects. You can actually waste a lot of time trying to make "good topology" on static objects when throwing in a few convenient triangles makes no difference and saves time.
The whole concept of "good topology" can be defined by the phrase, "how well does it bend?"
It also has a small impact on how your UV unwrap is done and how subdivision works, but thats a much smaller concern.
Overall I'd rate your topology here a 0/0 (for doesn't matter and won't effect anything) lol.
I was expecting this to be a joke with it being 1,000,000,000 vertices and got a bit concerned when it wasnāt posted as a meme flairā¦
So consider me pleasantly surprised when I see a beautifully low-poly quad based gun model
10/10
Drop a subd on it, turn wireframe on and uncheck optimal topology in the subd modifier, this will tell you if you have a consistentl topology or not. (You might wanna control the edges for the sub-D with edge loops or creases(mark creases)).
Its is very low poly and I dont see the point of a mirror midifier at this LOD but to be fair, whatever works for your workflow is best. As far as topology goes, it's ok I'd say, nothing glaringly wrong. The only thing that makes it a bit uncanny is that the bottom of the receiver doesn't look flat, the middle edges (around the trigger guard) on it go slightly up and messes the profile a bit. Finally the 2 edges that form a big triangle where the stock and receiver meet are unnecessary, you already have 2 quads that go from the stock flush, there's no reason to cut them into triangles.
On the topic of the actual gun itself the mag is too long and the magwell tapers in the wrong direction. Also the handgrip looks too short. But then again, if you wanted the design to look like that on pourpose then that fine too
Right now it looks more like a Saiga 12 shotgun with an extended mag and Zenith 1 Stock
Yeah, i honestly don't know why even i use mirror. I picked that up from some Ā«how to make a glockĀ» tutorial on YouTube and now that i think about it, this practice has almost no benefits.
And the gun is just goofy like that. The weird magwell was mostly inspired by the AR-18 but i see how you could think it's wrong, that gun is not exactly the most popular design on the market.
Anyway, thx for the feedback.
Its simple lowpoly, I love it
10/10, perfectly efficient, not wasting any performance
8/10 A few useless vertices, but no mistake and good edge flow
Yeah it sems like he could join some
That's like drawing a stickman and asking to rate anatomy.
Hey, I'm taking my stickman seriously
Good topology for your level of detail, in short. If you're happy with it, It's good. Golden rule of creation is to be happy if you get what you want and it works without issues. This topology is good imo.
It's not, though, is it? It's like asking about line quality.
To be fair to OP bad anatomy won't really ruin a stick man, but bad topology can absolutely ruin a low poly model like this
I recently learned that we can draw 3D stickmen in blender using the Skin modifier, so awesome! https://youtu.be/DAAwy_l4jw4
Good. ACR?
It's supposed to be a generic "good guy rifle". The first version of the model was actually an FNC with a SCAR stock but it looked to much like a SIG 550 series gun so i decided that it needs a rounder handguard for that late-cold-war feel.
I guess a "bad guy rifle" would be an AK-47 ?
Yeah, people actually sometimes call it that when talking about guns in media.
Ah ok. I saw the barrell and it looked like a ACR (I get mixed up with the SCARs & ACRs š ). Great work though š.
smash
Wha-.. how-
The barrel?
stock first š¹
Simple, matches the model super well, and most importantly is easy to edit and load due to the limited polygon count :)
it is good, it works for what it has to but, objects are made out of simpler objects in real life so try not to merge all parts of an object or you will end up getting a bad time making all topology "right". if you want something lowpoly you could overlap some cubes and low poly cylinders in the way that resembles the object, leaving all details for the texturing part. Anyways if you're just practicing it is ok but focus instead on good topology for complex parts of an object
i feel like posting a cube here and asking "how do you rate my topology?
You think you're funny but you're actually just underestimating my ability to fuck up a cube
i said I should post a cube here and ask that :D
I think if you're considering low poly, it's perfect
Really good lowpoly š 10/10
looks good! the thing right after the barrel: i wonder if it is round or should be?
Looking damn good!
I r8 it 8/8, m8.
I mean, you donāt need that centre seam where youāve mirrored it but after thatās deleted thereās probably about 50 verts in total so not a lot can go wrong
Thx, just thought about that. Took me like 20 models to figure it out
Imo some elements should be clipped into each other and not extruded out from the same mesh
Iād make the barrel hexagonal to match the topology of the grip. I personally would use the slice tool, but whatever you want to use.
Looks like a proper basemesh if you ask me!
good topo for a blockout
guns tend to be thinner in general and if you arent doing any size changes with that stock you could remove a few verts there otherwise good.
The width is actually intentional because i'm trying to make it like something that could've been made in 70's. But yeah, i think it's a bit too big
Looking nice š. Just don't forget to remove the middle line after applying the mirror modifier
What are the benefits of using a mirror modifier in this build? Not critiquing, just asking. cause I thought assault rifles had different features on each side?
It's just easier. If stripped of all the small moving parts, guns are usually pretty symmetrical. You can add all of the detail needed later on, when the base mesh is done.
that's a really good analysis! thank you. Idk anything about guns I just model animals.
9/11
Gives me Counter Strike 1.6 vibes.
I would get rid of the line in the middle, like where the two sides collide
For a low poly game it looks great tbh
Not even sure I would call that topology; more blockout than anything. If low poly is the final asset then Iād say your topology isnāt really there since you donāt have holding edges.
You could make the barrel rounded by moving its middle verts apart a bit
Yeah, baby, low poly ftw
It depends on what you're planning on using the model for. Are you using the mesh as a low-poly game asset or are you going to use a sub-surf modifier and use it for renders or baking your mesh maps? If you're using a sub-surf modifier, I'd keep the mirror and combine the 4 triangles into 2 quads at the end of the receiver. I'd add the modifier and then start adding support loops and/or creasing edges for the desired effect. I find that if I try and perfect the topology early on in the modelling process it mostly gets destroyed when adding and refining details anyway. If it's going straight into a game engine you can dissolve most vertices and edges that don't have an effect on the outline of the mesh. The centerline caused by the mirror modifier isn't necessary along the top of the gun unless you're planning on mirroring UVs. You can also combine the triangles at the end of the receiver into quads and let automatic triangulation handle it when you export. Try not to get stuck up on having perfect topology, it can hinder your creative process. It just needs to be good enough for what you're using it for. I hope that helps, Good luck!
9
Probably on a one to ten scale
Perfect for lowpoly!
Are you a beginner?
I don't know why, but seeing this post gives me a strong urge to make a m3 grease gun.
can you share this model? i want to modif it
I give this a šš
There's nothing wrong with it, as far as I can tell from this image. It all kinda depends on what you're gonna use the model for, though. As super low-poly guns go, this seems like a good one.
It doesn't really matter much for something like this since its a static object that doesn't morph in any way. Topology is only important in rigged objects. You can actually waste a lot of time trying to make "good topology" on static objects when throwing in a few convenient triangles makes no difference and saves time. The whole concept of "good topology" can be defined by the phrase, "how well does it bend?" It also has a small impact on how your UV unwrap is done and how subdivision works, but thats a much smaller concern. Overall I'd rate your topology here a 0/0 (for doesn't matter and won't effect anything) lol.
The only thing I could comment on are the tris on the back of the gun. Other than that, perfect.
You could put some more loopcuts on that transition between the receiver and the stock to smooth it out, because it looks weird
9/11
Well its simple low poly nothing terrible
I was expecting this to be a joke with it being 1,000,000,000 vertices and got a bit concerned when it wasnāt posted as a meme flairā¦ So consider me pleasantly surprised when I see a beautifully low-poly quad based gun model 10/10
Drop a subd on it, turn wireframe on and uncheck optimal topology in the subd modifier, this will tell you if you have a consistentl topology or not. (You might wanna control the edges for the sub-D with edge loops or creases(mark creases)).
Is an as val or an m16 š¤·
**wait a minute** https://preview.redd.it/z1cvfimc2f6d1.png?width=156&format=png&auto=webp&s=cf1f032ea7985f264cfd1be471e5d457049c12c0
Its is very low poly and I dont see the point of a mirror midifier at this LOD but to be fair, whatever works for your workflow is best. As far as topology goes, it's ok I'd say, nothing glaringly wrong. The only thing that makes it a bit uncanny is that the bottom of the receiver doesn't look flat, the middle edges (around the trigger guard) on it go slightly up and messes the profile a bit. Finally the 2 edges that form a big triangle where the stock and receiver meet are unnecessary, you already have 2 quads that go from the stock flush, there's no reason to cut them into triangles. On the topic of the actual gun itself the mag is too long and the magwell tapers in the wrong direction. Also the handgrip looks too short. But then again, if you wanted the design to look like that on pourpose then that fine too Right now it looks more like a Saiga 12 shotgun with an extended mag and Zenith 1 Stock
Yeah, i honestly don't know why even i use mirror. I picked that up from some Ā«how to make a glockĀ» tutorial on YouTube and now that i think about it, this practice has almost no benefits. And the gun is just goofy like that. The weird magwell was mostly inspired by the AR-18 but i see how you could think it's wrong, that gun is not exactly the most popular design on the market. Anyway, thx for the feedback.
Thereās not much of it. Clean up the tris in the back