Five Common Errors During 3D Modeling
1. Topology
Topology is the arrangement of vertices, edges, and faces in a 3D model to give it a proper shape and structure.
Poorly constructed topology can lead to creases, gaps, artifacts, or distortion in your 3D model.
Poor topology also leads to shading, animation (deformation), and rendering (artifacts) issues.
To avoid topology issues and get a clean 3D model, 3D artists and modelers should use quads rather than triangles or n-gons and avoid long and thin polygons. Also, strive for consistency in polygon density and use edge loops and poles.
Giving your 3D model the right amount of detailing and avoiding any unnecessary complexity is important for high-quality modeling.
2. N-gon
N-gons are polygons with five or more edges connected via five or more vertices.
These structures can cause problems in subdividing the mesh during the animation or rendering stage.
N-gons lead to unexpected shading issues, animation deformations, and issues in subdividing the surfaces.
To avoid N-gons issues, 3D modelers should try to use quads or four-sided polygons.
3. Mesh Cleanup
3D models could include stray vertices, hidden faces, and other complex geometry.
For smooth rendering, editing, and performance, mesh should be cleaned properly to avoid any unwanted artifacts when texturing or animating.
Remove or merge edges, vertices, or faces to clean up the mesh.
You may also opt for 3D software with ‘clean-up tools’ that help you identify and fix 3D model messy geometry.
Any overcomplicated 3D model structure might lead to difficulties during editing, animation, and rendering.
4. Overlapping
Overlapping occurs when two or more parts of the model overlap each other and intersect inappropriately.
Overlapping can cause rendering issues such as Z-fighting, leading to flickering or visual glitches. Additionally, it might make it tough to apply texturing and UV mapping.
3D modelers should use tools like ‘snap to surface’ and manually adjust vertices to avoid any overlapping.
5. Real-World Scale
3D artists should always consider the size and measurements of an object in the real world.
Ignoring the real-world scale may lead to problems when integrating the model into larger scenes or simulations and make the scenes appear unrealistic and disjointed.
This might also cause problems with lighting, physics simulations, texture mapping, and inconsistency upon exporting the file to a different application.
3D modeling artists should use real-world reference, grid, or rule to scale the units and dimensions of 3D models in the 3D software.