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Here's an explanation and some theory behind optimizing topology for games. Thanks to Henning Sanden for his example.
36,787 views • 1 year ago •via X (Twitter)
11 Comments

@henningsanden crank up that mic volume mate a bit hard to hear ya

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This is AMAZING! Thank you so much. How would you soften the inner edges without hard ops btw?

it's essentially the same process, just a different button. But you can just select the inner faces like here and right click Shade Smooth.

@henningsanden

@henningsanden Great explination, do you have any tutorials for having such a smooth voice for voiceovers though?

@henningsanden haha! honestly, not sure how my current sickness didn't creep through into my voice on that, would have been much worse.

@henningsanden Its interesting to see an actual professional doing this, because I was never taught any of this in college.. They stopped at “ngons are bad” “your mesh should always be made of quads” and my fav “vertex should never have more than 4 edges coming out of them” 🤡

@henningsanden Perfectly explained. Wish I could drill this into every person I've had start taking 3d lessons. They all fixate on perfect quad topology everywhere, and it's a struggle to get that out of their heads.

@henningsanden That's awesome, man! Mind dropping your add-ons and theme? Thanks

@henningsanden LOL im a triple A dev then

