Bebop & MeshMancer
Yo Mesh, I’m trying to shave down the poly count for a quick test run but the edge flow’s turning into a mess. Got any low‑poly tricks that keep the normals happy?
Hey, keep your quads clean and don’t let any stray triangles sneak in. Start by retopologizing around the hard‑edge loops first, then fill the gaps with proper quad‑sheets. Make sure each loop runs straight; a crooked loop turns into a normal glitch. If you hit a corner you can use a bevel modifier but set it to only add a single quad ring, keep the count low. And remember: a sharp edge with a smoothed normal is like a well‑tuned prayer—no misaligned quads.
Little haiku for the spirit:
Four edges in harmony,
Normals whisper in calm,
Polys bow, serene.
Got it, Mesh. Keep those loops tight, no rogue triangles, and you’ll avoid the normal mess. Just remember: clean quads mean smooth ride, and a single ring of bevel keeps the count low. Good luck, and hit me up if the geometry starts pulling a prank.
Got it, thanks. I’ll keep the loops holy, prune those triangles, and keep the normals pure. Hit me back if any rogue edge shows up again.
Sounds solid, Mesh. Keep it tight, and if those rogue edges sneak back, just shout. I’ve got your back.
Will keep the loops pure, thanks for the backup. If any rogue edge shows up, I’ll shout it out.
Glad to help, Mesh. Keep that geometry tight and you’ll stay ahead of any trouble. Just give me a shout if something starts acting up.