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 Post subject: Re: Topology~
PostPosted: Mon May 02, 2011 5:00 pm 
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Location: In your closet, eating all of your pie. >_>
YAY! *does happy dance*

Thank you!

XChosen, you rock. xD


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 Post subject: Re: Topology~
PostPosted: Tue May 03, 2011 1:05 pm 
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Location: In your closet, eating all of your pie. >_>
Alright, I did some work on the front leg. Here are my results. Hopefully this fixed my problem...though I think I created another problem on the back leg. There's a pole right where the leg meets the body. Will this pose a problem in animation? Should I try to move the pole, or will it be fine where it is?

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 Post subject: Re: Topology~
PostPosted: Tue May 03, 2011 6:08 pm 
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I don't see any problem. Do you plan to make a dog armature from scratch? Because I have a pretty complexed one here --> Dog Armature Download

It should import to 2.57 ok. Just append this to your model, select both, Ctrl+P to parent.

Then all you need to do is assign verts to those bones.

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 Post subject: Re: Topology~
PostPosted: Tue May 03, 2011 9:48 pm 
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The front leg looks a lot better. There may be some problem with unnecessary stretching on the chest but depending on what you plan on doing that might not be a problem at all. If it later causes a problem then some mesh work will be required to further separate the leg from the chest.

I would like to point out that the connections of the legs to the body are still pretty sloppy, but my directions were pretty step by step how to do it and if your mesh was different then it is understandable that It didn't work out.

While there is nothing wrong with the way the nose is now, and I'm sure it is how I told you to do it, I would like to go back and tidy up the edge flow again.

I'm in the middle of exam week myself but if you send me the new blend file I can try and find some time to take a look at how to fix the problems.

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 Post subject: Re: Topology~
PostPosted: Wed May 04, 2011 5:39 am 
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Looking very good so far! :clap:


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 Post subject: Re: Topology~
PostPosted: Wed May 04, 2011 7:13 am 
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Location: In your closet, eating all of your pie. >_>
Thanks so much for the feedback, guys!

I'll email you my latest blend file, XChosen...and this time I won't make changes to the one I've got saved. XD


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 Post subject: Re: Topology~
PostPosted: Sun May 08, 2011 9:28 pm 
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For that pole near the back leg, try putting in another edge loop going over the back (red), and one going to the front (green):
Image

That said, poles are required for natural looking flow. the question is where to put them. Poles represent extrusions (eg, arms, legs, etc): even a cube has poles (8 x N-type). Extrude a single quad from a plane (eg, the center quad from a 3x3 plane) and you will get 4x N-poles and 4x E-poles, and there's no way of removing them (nor would you want to).

E-poles create edge loops, while N-poles remove edge loops.

Or another way of looking at it: E-poles are the split/merge point of the divided highway formed by two adjacent face loops, while N-poles are the inside of a bend in the road of a face loop.

Anway, while I did notice a couple of topology issues, even your first version looked great :)

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 Post subject: Re: Topology~
PostPosted: Mon May 09, 2011 8:43 am 
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could you get a version of sculptris before it get bought by the man ?

http://www.solidsmack.com/design-resour ... ting-tool/

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 Post subject: Re: Topology~
PostPosted: Mon May 09, 2011 12:46 pm 
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sorry taniwha i would not go about it that way. your sending the edg loop that is suppose to represent the joining of the leg to the body over the top of the back. Your also creating a new edge loop across a large portion of the body which is messy and can create problems in other parts of the mesh. You have although reminded me that I was suppose to write a tutorial for this. Going to get right on that.

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 Post subject: Re: Topology~
PostPosted: Mon May 09, 2011 11:11 pm 
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XChosen: yeah, it can cause problems, thus the "try". Ways of avoiding poles tend to create more loops, and often only move the poles, though hopefully to somewhere more convenient.

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