I am a little bit confused. I always model square holes like this: enter image description here

But is it correct to model those holes in that way?: enter image description here

I would be really happy to find out which method is the best. Because method like this:

enter image description here

Is really attractive, and easy to bevel, meanwhile modeling like this:

enter image description here

requires less poligons. So what to choose?


1 Answer 1


Both are possible but in my opinion it's better to choose the first solution (on the left) for this kind of object:

enter image description here

For example if you want to cut off a second window on the left of the existing one it will be much easier with this kind of topology. Same thing if you want to add some shapes like an edge, etc:

enter image description here

Also you should not worry too much about the amount of polygons in that case, it won't make a big difference.

But for example for the end of a pan handle it would make no sense to use this kind of topology because it is inadequate, it would prevent to easily add edge loops:

enter image description here

In that case a more correct topology would be the one you show, this kind of topology will allow to easily add an edge loop with a simple CtrlR :

enter image description here

  • 3
    $\begingroup$ Two for the price of one :D $\endgroup$
    – Robin Betts
    Jun 23, 2021 at 8:30
  • 2
    $\begingroup$ perfect examples of why a topology works in a case and doesn't in another and vice versa ^^ $\endgroup$
    – moonboots
    Jun 23, 2021 at 8:31
  • $\begingroup$ Thank you so much. Also, I have noticed, that the second type of modelling is sometimes problematic when you use shade smooth. So, yeah, the first type is better, thanks) $\endgroup$
    – Denoliner
    Jun 23, 2021 at 8:39
  • $\begingroup$ I'm not sure what you mean, maybe show some examples, in all depends on the case I guess, but there's always a solution for a bad shading $\endgroup$
    – moonboots
    Jun 23, 2021 at 8:49

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