Last week I just found another one of those useful diagrams about edge flow organization: That’s the reason I always try to use a few diagrams about technical modeling, and make my students follow those diagrams. To avoid problems like this in UV mapping is always recommended to follow a few guidelines to organize the edge flow of any model. Then, by the time we have to add some textures with UV’s a big amount of the topology will need a rework, otherwise the UV mapping will demand a lot of manual editing work. For instance, in architectural visualization this type of modeling is used to create 3d furniture, using whatever type of edge flow in ply modeling. Most people go straight to what I use to call “artistic modeling�, which deals with 3d models only by the way they look, and not how to build them.
One of the most challenging aspects of teaching 3d modeling is to make the students to follow a few guidelines about technical modeling.