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언리얼 엔진 5로 포스트 아포칼립스 3D 게임 환경 만들기

Turning Our Blockout into Final Meshes – Part 2

Questions on topology cleanliness and beveling during the detailing stage

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After doing the blockout and moving into the stage where you refine/cut in details, why doesn’t the topology need to be strictly quads (or have very clean edge/vertex flow)? From what I’ve learned and experienced, faces that aren’t quads or triangles (n-gons) can cause issues during UV unwrapping or texturing, sometimes leading to errors. Is this simply because it’s still an early/blockout-to-detail stage?

Also, when adding bevels, I understood that having a supporting “center” edge (or more controlled edge structure) helps prevent texture stretching. If so, is there a reason you often finish a bevel with just two edge loops?

Lastly, I’m wondering whether my understanding is coming from a character-modeling mindset, or if this will be covered later in the course.

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Great question — what you’re noticing mainly comes from the difference between a character-modeling mindset and a real-time environment art workflow. In this course, once the blockout is approved, the refinement stage focuses on silhouette, readability, and final rendering in Unreal Engine, not animation; the assets are static, and Unreal triangulates everything on import anyway, so non-quad topology or occasional n-gons are not an issue as long as they’re on flat, well-controlled surfaces with clean UVs. Any potential risks are further minimized through a workflow built around simple UVs, tiling textures, procedural materials, and decals, which greatly reduces shading or texturing artifacts. As for bevels, finishing them with just two edge loops is usually sufficient because their main purpose is to break hard edges and catch light, with normal maps doing most of the heavy lifting; adding more supporting edges would often be unnecessary and less optimized. Your understanding is absolutely valid, but it comes from a deformation-focused context — the course gradually shows when clean topology really matters and when it can be simplified without affecting visual quality or performance.

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