I recently learned from my previous question, that it's better make faces with 4 verts.

It really helped me with lots of things, unwraping, texturing, etc.

To reduce the poly counts of my models, I tried removing the unnecassary verts without turning any 4 vert face to n-gone.

But I don't know if it's OK from a professional perspective.

Please take a look at the image below.

enter image description here

M question is, can the polygons of a 3d model have different sizes? not slightly different, the difference between the size of the faces of my model is huge. i personally thought it's cool and fine but wanted to know some professionals opinion.

Thanks for reading my question,

Best regards.

  • $\begingroup$ it's ok not to have the same size, create edge loops only if necessary $\endgroup$ – moonboots Jun 26 '20 at 15:28
  • $\begingroup$ Do you plan on using subdivision on your mesh or are you going low-poly ? $\endgroup$ – Gorgious Jun 26 '20 at 17:51
  • $\begingroup$ @Gorgious the image that I've uploaded in my question also has subdivision surface modifier on it. but my question is about the whole idea of removing some unnessesary edges to reduce the poly count, i wanted to know if that OK. i have also removed some of the edges from my high poly models, they look ok to me. $\endgroup$ – Amirreza Moeini Yegane Jun 26 '20 at 17:54
  • $\begingroup$ @moonboots so, it's better to remove all the unnessesary edges from my models. as long as it doesn't ruin the shape right? $\endgroup$ – Amirreza Moeini Yegane Jun 26 '20 at 17:56
  • $\begingroup$ @Amirreza Moeini Yegane exactly, only bring edge loops if it's useful $\endgroup$ – moonboots Jun 26 '20 at 18:10

You don't have to care about keeping the same size for all the quads, a topology doesn't need to be homogeneous, only bring edge loops when it's useful, delete all the ones that don't bring anything to the shape, you'll save calculation and your object will be easier to work.

For example look at this topology: You have small quads around the lips, they are bigger around the forehead, and even bigger around the shoulders, because it's exactly what's necessary for these parts, no more, no less.

enter image description here

  • $\begingroup$ Awesome, the answer couldn't be better than this $\endgroup$ – Amirreza Moeini Yegane Jun 26 '20 at 18:39
  • $\begingroup$ There is one thing to note however, depending on your use of application a large face might look ugly in a render depending on how the normal of that face is setup. Sometimes subdividing it might actually help give better result. $\endgroup$ – Sidar Jun 26 '20 at 19:55
  • $\begingroup$ @Sidar thanks for this tip, so in case a large face became ugly in rendering, i'll try to subdivide it :-) . however, moonboots said, only remove the edges if they don't bring anything to the mesh. $\endgroup$ – Amirreza Moeini Yegane Jun 26 '20 at 21:34
  • $\begingroup$ @AmirrezaMoeiniYegane Keeping your mesh clean is good practice yes, but in any case shading looks off, it's probably because it needs more detail to get proper shading going. This might likely be more of a thing in Eevee instead of Cycles $\endgroup$ – Sidar Jun 27 '20 at 23:08
  • $\begingroup$ @Sidar it's a pretty good thing to know. Because if it happens, it can cause headache and consume our time. thanks you for explaining. $\endgroup$ – Amirreza Moeini Yegane Jun 29 '20 at 7:16

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