Blender Underground

Away from the watchful eye of The Man
It is currently Sat May 25, 2013 7:02 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 25 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Topology~
PostPosted: Mon Apr 18, 2011 7:24 am 
Offline
Asset
User avatar

Joined: Sat Mar 26, 2011 2:34 pm
Posts: 35
Location: In your closet, eating all of your pie. >_>
Trying to study and practice topology. I'm not sure what I'm doing, exactly, though. I don't know what's good and what's bad when it comes to topology. All I know is that triangles are no-no's. xD

Here is a wolf model I did yesterday...will someone take a look at it? I'm sure it's a mess...How can I improve it? Where are the problem areas and how can I fix them? What are some modeling practices or techniques I can use that will help to develop correct topology?

Image

Image

Image

Also--if anyone has some good study references related to topology, please share! :3


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Mon Apr 18, 2011 8:40 am 
Offline
Agent
User avatar

Joined: Thu Feb 12, 2009 9:18 am
Posts: 961
Location: Germany
First off, nice model you got there!

Now, few basics about topology:
- triangles are bad because they cause artifacts with smoothing, subsurf or multires. They break edgeloops and behave weird in animation
- poles (=vertex with 5 or more edges) must be used carefully. They can create smoothing artifacts, too. And they also break/redirect edgeloops. If you know how to use poles correctly, you can improve your edgeflow in some points

What's "edgeflow"? It defines where you can add edgeloops or slide edges. A good edgeflow allows you to add edgeloops in a way that follows the natural shape of a model.
It's a bit hard to describe but I'm sure this happened to you before: You want to add an edgeloop and can't slide the loop after adding it. So you have to do it by hand => bad edgeflow!
You want to sharpen an edge by adding an edgeloop but the loop curves away from the edge halfway => bad edgeflow!

For real good information on edgeflow/topology, look here.
Another quite huge resource can be found here.

I can't tell you by looks if your model has a good topology or not. You can test that by adding subsurf or by adding in edgeloops.

Sorry, I got now topology tuts on wolves but humans/characters:
youtube edgeflow tut1, youtube edgeflow tut2
There are some pretty good topology tuts at Blendercookie, too:
male and female torso, foot, shoulder, hand, head, controlling the edgeflow.

And, last but not least, there's always Gollum:
Image

Hope this helps to some extent.

_________________
Learn from the past, plan for tomorrow, but live in today!

My deviantART


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Mon Apr 18, 2011 9:14 am 
Offline
Asset
User avatar

Joined: Sat Mar 26, 2011 2:34 pm
Posts: 35
Location: In your closet, eating all of your pie. >_>
Wow, thanks for the great resources! These will be very helpful.

I added a level of subdivision to my model.

Image


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Mon Apr 18, 2011 9:18 am 
Offline
Asset
User avatar

Joined: Sat Mar 26, 2011 2:34 pm
Posts: 35
Location: In your closet, eating all of your pie. >_>
I can already see there are some strange things going on around its nose...I'm not sure that some of the face loops are going the right ways, especially on the face. Not sure about its ear, either.


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Mon Apr 18, 2011 9:49 am 
Offline
Agent
User avatar

Joined: Thu Feb 12, 2009 9:18 am
Posts: 961
Location: Germany
By adding subsurf and smoothing, I didn't mean "subdivide it". I meant add a subsurf modifier at level 1 or 2 and press "smooth". I don't know how much you know about blender, if you need further explanation, just ask :D

_________________
Learn from the past, plan for tomorrow, but live in today!

My deviantART


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Mon Apr 18, 2011 12:04 pm 
Offline
Operative
User avatar

Joined: Fri Feb 20, 2009 7:57 pm
Posts: 913
Prometheus did a great job but I'd like to fix and add to some things about the Poles.

Poles are anywhere where edges come together to create a vertices. Weather its 2, 3, 4, 5, or 50 edges when they come together it is called a pole. With that said however when a person talks about poles in their mesh (even professionals do this) it is automatically assumed that the artists is not talking about the four edged poles.

3 edged poles are just as bad as 5 edged poles. 3 edged poles are cleaner looking then 5 edged poles but will distort subdivision and animation all the same.

Poles are rarely something you use, rather they are something you deal with. In any complicated mesh Poles are unavoidable. This is because poles are created by two different edge-loops coming together. With fancy mesh work you can place poles in locations were they deal little to no noticeable effect. Note here that a well placed pole can sometimes be used to create a desired effect after a subdivision.

If you plan to subdivision it is extermly rare that you should create a 6 or more edged pole. It is almost always better to create more edge-loops and more smaller poles then it is to deal with a 6+ edged pole.

_________________
Image


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Mon Apr 18, 2011 1:07 pm 
Offline
Asset
User avatar

Joined: Sat Mar 26, 2011 2:34 pm
Posts: 35
Location: In your closet, eating all of your pie. >_>
Sorry--I meant to type subsurf...not subdivide. My bad. xD

@XChosen
Thank you for that explanation of poles. I'll have to go through and fix some of the problem areas on my mesh. I can already see a six edged pole at the corner of the wolf's ear. Dun dunn. D: There's an edge loop there that I want to redirect as well.


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Mon Apr 18, 2011 1:09 pm 
Offline
Asset
User avatar

Joined: Sat Mar 26, 2011 2:34 pm
Posts: 35
Location: In your closet, eating all of your pie. >_>
So if I am understanding correctly--I want to put poles in places that won't be animated/bent as much? Like--I'd want the pole to be on its face somewhere instead of at the corner of his ear/etc where the ear would bend?


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Mon Apr 18, 2011 1:17 pm 
Offline
Operative
User avatar

Joined: Sat Mar 19, 2011 4:19 pm
Posts: 162
Location: Minnesota
Generally poles should be placed in places that will help to route the topology where you want it to go, though keeping them out of animated areas is important to.

_________________
Image
My deviantART


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Mon Apr 18, 2011 3:06 pm 
Offline
Operative
User avatar

Joined: Fri Feb 20, 2009 7:57 pm
Posts: 913
twikii wrote:
Sorry--I meant to type subsurf...not subdivide. My bad. xD

@XChosen
Thank you for that explanation of poles. I'll have to go through and fix some of the problem areas on my mesh. I can already see a six edged pole at the corner of the wolf's ear. Dun dunn. D: There's an edge loop there that I want to redirect as well.


It can help with meshes that are going to be animated if you start their edge flow early. Basically what I mean by this is instead of just having the ear pop straight out of the head you start the ear as being a part of the head. How I tend to do this is once I'm at where you are is I take the knife tool and cut a circle around the base of the ear, then tweak the mesh so that the poles come off the sharp turn of the ear and end up slightly on the head where the only real animation would be is a slight movement of skin. his also helps with the subsurf because there are no major places for the effects to show up.

It's a bit difficult to explain, if you e-mail me the .blend file I can tweak it and post screen shots of what I am talking about so that you can then follow what I am talking about. My e-mail is Craft4D@live.com. I do understand that you may not want to share your model and that is understandable. If that is the case I will attempt to just Photoshop the image in question but for some questions like how to redirect edgeflow it may be impossible for me to figure out if I can't see the mesh in 3d.

Also I am currently using Maya and hopefully going to learn 3Ds Max this summer, both programs don't distinguish the difference between subdivision and subsurf. They are both subdivision. One being with smoothing and one without. If you hear me say subdivision I almost always mean what blender calls subsurf.

_________________
Image


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Tue Apr 19, 2011 6:30 am 
Offline
Asset
User avatar

Joined: Sat Mar 26, 2011 2:34 pm
Posts: 35
Location: In your closet, eating all of your pie. >_>
I'll mail you my .blend file--I learn by example, so if you get the time to make some changes to illustrate good topology, it would be helpful to me. ^.^


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Tue Apr 19, 2011 11:40 am 
Offline
Operative
User avatar

Joined: Fri Feb 20, 2009 7:57 pm
Posts: 913
twikii wrote:
I'll mail you my .blend file--I learn by example, so if you get the time to make some changes to illustrate good topology, it would be helpful to me. ^.^


alright I figured out what needs to be done but it will take me some time to create the images and explain what I am doing. It may be until late tomorrow till I can post it. Be prepared for a long read.

_________________
Image


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Wed Apr 20, 2011 5:47 pm 
Offline
Operative
User avatar

Joined: Fri Feb 20, 2009 7:57 pm
Posts: 913
twikii wrote:
I'll mail you my .blend file--I learn by example, so if you get the time to make some changes to illustrate good topology, it would be helpful to me. ^.^


I e-mailed you a word document that will cover how to retopolgize the Head. If you don't have a program that can open Microsoft word documents with pictures then let me know and I will man up and get all the images on my Photobucket account so I can post them on this forum.

_________________
Image


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Mon May 02, 2011 4:08 pm 
Offline
Asset
User avatar

Joined: Sat Mar 26, 2011 2:34 pm
Posts: 35
Location: In your closet, eating all of your pie. >_>
Sorry it took me so long to get to this--finals ended up being about ten times more chaotic than I had expected. xD

Okay...here's the work I've done. I tried to follow the tutorial you sent me. I must have done some work on my mesh after I sent it to you--because mine looked different than yours...and my older save wasn't the same either. xD I tried to get my loops looking similar to yours. Got rid of a lot of the six sided poles--and I think all of the other problem areas. It's not perfect, but it definitely looks much better than it did before. Thank you, XChosen! <3

Image

Image

Let me know if you see anything I missed, or anything that needs reworking. I'll work on the front leg tomorrow and post some images.

~~I just noticed I forgot to redirect a loop around its mouth and under its jaw. Whoops. D: Guess I'll do that tomorrow, too. XD


Top
 Profile  
 
 Post subject: Re: Topology~
PostPosted: Mon May 02, 2011 4:26 pm 
Offline
Operative
User avatar

Joined: Tue Jun 16, 2009 8:07 am
Posts: 851
Location: Donegal Town, Co. Donegal, Ireland
wow, that looks great, the topology is great, very even.

_________________
Youtube: My YouTube Channel (Blender Tutorials)
PSN: bogieman987
Facebook: Ryan Airth


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 25 posts ]  Go to page 1, 2  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Translated by Xaphos © 2007, 2008, 2009 phpBB.fr