Is This Topology OK for GLB? | Hard Surface Blender Workflow | Padmasri's Blender Tutorial
Автор: Blender Telugu by Padmasri
Загружено: 2026-01-14
Просмотров: 14
Описание:
In this video, I explain a hard surface topology that I regularly use for GLB export, without using subdivision.
Many artists worry about ngons, quads, and “perfect topology,” even when the model works well in real production.
This is a practical, experience-based breakdown of why this topology is acceptable for GLB and real-time workflows, what actually matters for shading and performance, and why some traditional topology rules do not apply when subdivision is not involved.
If you are modelling for web, AR, VR, or real-time viewers, this video will help you understand when a topology is “good enough” and when strict rules are unnecessary.
#Blender
#Topology
#GLB
#HardSurfaceModeling
#RealTime3D
#BlenderTelugu
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