I’ve done a couple of texture painting tutorials and figured it was time for some quick modeling tips. These are some common problems I notice in a lot of work from beginner game artist.
One of the most common problems is letting the edges continue on well after they are needed. Game art is all about efficiency. Each point/edge/polygon should be there for a purpose. When that point/edge/polygon no longer adds to the form of the model, nuke it.
Here is an example of a ledge on a cylinder. I often find those new to modeling cut three rings around the cylinder and pull the middle edges out to create the ledge, while letting the support edges continue along the model.

As soon as the ledge has been defined, delete the extra edges. The model below looks identical to the object above, but it contains 12 polygons less that the original model. And if your really picky about keeping four sided polygons, here is a trick to end that middle edge and keep it all four sided.

Another common mistake happens on walls with railings or walkways. This is probably the most common modeling mistake I’ve seen, but it’s also very simple to fix.

Instead of letting the edges run along the top and back of the railing as seen in the example above, delete them right after they define the form. A simple diagonal cut will save a lot. With long curved railings it can really lower the poly count.

The main goal is to constantly think about efficiency and form. If it doesn’t add to anything but the poly count, toss it. The example below is a common grid with a couple extra edges sliced into the model to make the corner elevated, something I’ve seen in a lot of ground planes in levels from new game artist. It can quickly get out of hand and look like a maze of polygons.

By deleting those extra edges you keep the same look and have a clean plane. Along with efficiency and form, remember to keep it clean!


These simple tips may only save a few polygons per object, but over an entire environment or character it will make a huge difference. Look for the areas where you can use this stuff. You’ll find it!
Now, there are some times when you do want edges that don’t add to the form, but serve other functions. Some examples are vertex lighting or texture blending. But that is a topic for a later time. Thanks for checking it out!