Topology == EdgeFlow
- Keep segmentation of the geo by power of 2, that way we know we can always for example go and delete every 2nd loop on the object and preserve nice topology.
- Always use appropriate amount of polygon resolution to avoid artefacts, pinching and nasty topology flows.
- Lattice deformer nice for help with the object form...best to use at the end as a modifier.
- Create first pass of the model and if not happy do retopology for better topo flow.
- Golder number for Cylinder objects would be 8, 16, 32, 64 …the bigger the size of object, more divisions it will need to look decent, without sacrificing quality. Another good point for sticking to this magic number is the fact that all lines on all sides, laying perfectly on all axis which makes symmetry easier to use.
- Find good number for bevel edge so it always looks good in render, even though if its low poly count. For Bevel Division seems like 1, 3, 5, 7 or odd numbers are the best due to the edge going through the middle of the bevel.
- Try using different type of SOP algorithms for a given tool as some do better and some worse in some cases. R- Old | M - Current | R - Old