![]() See also Help with poles from the Polycount forum.Īdd more polygons where there's curvature, less where it's straight, but balance this by the needs of the other priniciples. See The Pole and The Pole - revised from the Subdivision modeling forum. Poles can create dimples or bumps in a subdivided surface, they should be placed in flatter areas to hide them, and are best kept away from areas that deform. For examples and discussions, see BodyTopology, FaceTopology, Limb Topology, ShoulderTopology.Īvoid T-vertices, doubled faces, gaps, flipped faces, internal unseen faces, floating vertices, etc. Topology is the most important where the model has to deform the most: crotch/hips/butt, shoulders/armpits, mouth corners/cheeks, knees, elbows, hands/fingers. Vertices and edges need to be in certain places to give good bending/compressing/stretching when the model is skinned or morphed. Subdivision tends to highlight every deficiency in your technique. If you're making a subdivision surface model, then proper edge loops are crucial.If you're modeling a low-poly game-ready mesh, then triangles are fine, but you want every edge to be there for a reason.If you're going into ZBrush, then you want to use quads as much as possible, to avoid pinching as you sculpt.Or you can re-toplogize from scratch if that works better for you.Īre you creating a base mesh for subdividing in Mudbox or Zbrush? Or are you modeling a low-poly model? Or is it going to be a base for modeling a subdivision surface model? Each has different needs in terms of topology. Then you can just collapse edge loops or cut in new edges to add/remove detail as necessary. ![]() You can start with the 2nd subdivision level of your digital sculpt, or in some cases with the BaseMesh. In-game models should be optimized to create a good silhouette, define edge-loops for better deformation, minimize extreme changes between VertexNormals for better shading, and allow for good UV seams. Nothing beats hands-on learning, and repetition. Reading and research is very important, but after all the reading, make sure you attempt to do it. Just like any other discipline, learning about good topology usually requires making the mistakes yourself in order to experience first-hand what the results are, so you understand how important it is to avoid them next time. Mastering good mesh flow takes time to learn. Allods Online ingame artwork from the Polycount Forum.Low-Poly Thread from the Polycount Forum.shoulders from japan from the Polycount Forum.Ancient-Pig's basic deformation tutorial by Jonathan 'Ancient-Pig' Rush.Face Topology thread on the Polycount Forum.Low Polygon Joints - What is the best way? from the Polycount Forum.Testing the new DX11 features of ma2013.5, Youtube timelapse - Paul Tosca has released the source files for his Nyra character "to help others that might be on the road to becoming game character artists and want to check out the model/textures/psd layout".Dave K's Poly Head Modeling Tutorial by Dave KomorowskiĮxamples of mesh topology used for real-time 3D, as in 3D games.File:HDRI 3D Issue 8 - Go With the Flow.pdf (2MB PDF) Go With the Flow tutorial by William 'proton' Vaughan.Body topology CGTalk thread started by Steven Stahlberg.File:SubdivisionModelingDotCom Topology-Head.pdf (8MB PDF) - visual summary of the old CGTalk Topology research thread, from Alexander 'mister3d' Alexandrov on the forum.Reference Topology Research - Pinterest album.Got Wires is all about Subdivision Modeling: Video Tutorials, Sub-D Wires and Modeling Resources.Hippydrome: Articulation - Modeling and Theory by Brian Tindall, Character Technical Director at Pixar.Examples of mesh topology used for rendering, as in film.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |