Difference between revisions of "Category:Topology"
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* [http://gotwires.blogspot.de/ gotwires.blogspot.de] Got Wires is all about Subdivision Modeling: Video Tutorials, Sub-D Wires and Modeling Resources. | * [http://gotwires.blogspot.de/ gotwires.blogspot.de] Got Wires is all about Subdivision Modeling: Video Tutorials, Sub-D Wires and Modeling Resources. | ||
* [http://picasaweb.google.com/danwill/ReferenceTopologyResearch# Reference: Topology Research] - an album of great wireframes from Dan 'pointpusher' Will | * [http://picasaweb.google.com/danwill/ReferenceTopologyResearch# Reference: Topology Research] - an album of great wireframes from Dan 'pointpusher' Will | ||
− | * [ | + | * [[attachment:SubdivisionModelingDotCom_Topology-Head.pdf]] (8MB PDF)|]] - visual summary of the old CGTalk [http://forums.cgsociety.org/showthread.php?f=25&t=38469 Topology research] thread, from [http://mister3d.cgsociety.org/gallery/ Alexander 'mister3d' Alexandrov] on the SubDivisionModeling.com forum |
* [http://forums.cgsociety.org/showthread.php?f=7&t=108412 Body topology] CGTalk thread started by [http://www.androidblues.com/ Steven Stahlberg] | * [http://forums.cgsociety.org/showthread.php?f=7&t=108412 Body topology] CGTalk thread started by [http://www.androidblues.com/ Steven Stahlberg] | ||
* [http://www.pushingpoints.com/?p=881 Go With the Flow] tutorial by [http://www.pushingpoints.com William 'proton' Vaughan] ([[Media:Category:Topology$HDRI|3D Issue 8 - Go With the Flow.pdf|1.2MB PDF]]) | * [http://www.pushingpoints.com/?p=881 Go With the Flow] tutorial by [http://www.pushingpoints.com William 'proton' Vaughan] ([[Media:Category:Topology$HDRI|3D Issue 8 - Go With the Flow.pdf|1.2MB PDF]]) |
Revision as of 16:04, 14 November 2012
Contents
Category Topology
Topology is the layout of a model, how the vertices and edges are placed to create the mesh surface. Good topology is essential if you want fast framerates (realtime) and good deformation (both realtime and pre-rendered). For realtime rendering, bad topology can also create rendering problems, see GameRenderingTerminology.
Pages in This Category
These pages contain topology examples:
Rendering Topology Examples
Examples of mesh topology used for rendering, as in film.
- Hippydrome: Articulation - Modeling and Theory by Brian Tindall, Character Technical Director at Pixar
- gotwires.blogspot.de Got Wires is all about Subdivision Modeling: Video Tutorials, Sub-D Wires and Modeling Resources.
- Reference: Topology Research - an album of great wireframes from Dan 'pointpusher' Will
- attachment:SubdivisionModelingDotCom_Topology-Head.pdf (8MB PDF)|]] - visual summary of the old CGTalk Topology research thread, from Alexander 'mister3d' Alexandrov on the SubDivisionModeling.com forum
- Body topology CGTalk thread started by Steven Stahlberg
- Go With the Flow tutorial by William 'proton' Vaughan (3D Issue 8 - Go With the Flow.pdf|1.2MB PDF)
- Dave K's Poly Head Modeling Tutorial by Dave Komorowski
- SubdivisionSurfaceModeling#Primers
Realtime Topology Examples
Examples of mesh topology used for real-time 3D, as in 3D games.
- Low Polygon Joints - What is the best way? from the Polycount forum
- Street Cop Workflow by Mashru Mishu
- [Topology [Community Breakdown ]] thread on the Polycount Forum.
- Ancient-Pig's basic deformation tutorial by Jonathan 'Ancient-Pig' Rush
- shoulders from japan from the Polycount forum
- Low-Poly Thread from the Polycount forum
- Allods Online ingame artwork from the Polycount forum
Principles of Topology
There are no real secrets for mastering good mesh flow. 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. Most people learn by doing. Reading and research is very important, but after all the reading, make sure you attempt to do it. Nothing beats hands-on learning, and repetition.
Topology Types
Are 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.
- If you're going into ZBrush, then the topo doesn't matter much at all, since you'll re-mesh it later.
- If you're modeling a low-poly human, then you want it to be much more accurate anatomically. Every edge counts!
- If you're making a subdivision surface model, then anatomic proportions are crucial. Subdivision tends to highlight every deficiency in your technique.
Deformation
Vertices and edges need to be in certain places to give good bending/compressing/stretching when the model is skinned or morphed. 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.
Manifold Surfaces
Avoid T-vertices, doubled faces, gaps, flipped faces, internal unseen faces, floating vertices, etc.
Poles
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. See The Pole and The Pole - revised from the Subdivision modeling forum. See also Help with poles from the Polycount forum.
Polygon Density
Add more polygons where there's curvature, less where it's straight, but balance this by the needs of the other priniciples.
Silhouette
Polygons define the shape of the model, don't waste polys where they don't add to the silhouette, depending on the requirements of the other priniciples.
Vertex Splits
See GameRenderingTerminology#Vertex_Splits
Vertex Normals
See VertexNormal
More Information
Pages in category "Topology"
The following 14 pages are in this category, out of 14 total.