A while back before I started pursuing mesh topology for low-poly 3D games, I made this image to teach myself Blender’s internal material and lighting options. In doing so, I learned that multiple materials can be assigned to different faces of a model.
This carries over to Unity, though naturally doing so results in a draw call for each material on an object.
My practice creating low-poly 3D models composed of planar faces continues, with slow but encouraging results. I am becoming more intuitively aware of how translations, rotations, and scaling distorts quads. Doing so has greatly increased my use of the 3D cursor, pivot point modes, and transform orientation options.
Although maintaining planar faces may be a fool’s errand, doing so is clearly increasing my proficiency with Blender and understanding of 3D modeling and mesh topology.