Difference between revisions of "Category:Topology"

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Topology is the layout of a model, how vertices and edges are placed to create the mesh surface. See the [[Topology]] page for tutorials.
= Category Topology =
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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]].  
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[[Category:Character]] [[Category:CharacterModeling]] [[Category:EnvironmentModeling]]
== Pages in This Category ==
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=== More Topology Examples ===
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* [http://picasaweb.google.com/danwill/ReferenceTopologyResearch# Reference: Topology Research] - an album of great wireframes from Dan 'pointpusher' Will
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* [http://www.subdivisionmodeling.com/forums/showthread.php?t=8911 Topology - Head thread] - visual summary of the old CGTalk [http://forums.cgsociety.org/showthread.php?f=25&t=38469 Topology research] thread, from [http://www.subdivisionmodeling.com/forums/member.php?u=13670 Alexander 'mister3d' Alexandrov] on the SubDivisionModeling.com forum
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* [http://forums.cgsociety.org/showthread.php?f=7&t=108412 Body topology] CGTalk thread started by [http://www.androidblues.com/ Steven Stahlberg]
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* [http://boards.polycount.net/showthread.php?t=46031 shoulders from japan] from the Polycount forum
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* [http://pig-brain.com/tut02/tut02_02.htm Ancient-Pig's basic deformation tutorial] by [http://pig-brain.com Jonathan 'Ancient-Pig' Rush]
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* [http://boards.polycount.net/showthread.php?t=61079 Low Polygon Joints - What is the best way?] from the Polycount forum
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* [http://www.pushingpoints.com/2010/06/go-with-the-flow/ Go With the Flow] tutorial by [http://www.pushingpoints.com William 'proton' Vaughan]
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* [http://www.thehobbitguy.com/tutorials/polymodeling/index.html Dave K's Poly Head Modeling Tutorial] by [http://www.thehobbitguy.com Dave Komorowski]
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* [http://www.hippydrome.com/ Articulation - Modeling and Theory] by Tenner Jones, Character Technical Director at Pixar
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== Principles of Topology ==
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There are no real secrets for mastering topology. 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.
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For more on the principles of topology see [[SubdivisionSurfaceModeling]]#Primers .
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=== Deformation ===
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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.
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=== Manifold Surfaces ===
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Avoid T-vertices, doubled faces, gaps, flipped faces, internal unseen faces, floating vertices, etc. See
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=== Poles ===
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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 [http://www.subdivisionmodeling.com/forums/showthread.php?t=907 The Pole] and [http://www.subdivisionmodeling.com/forums/showthread.php?t=8000 The Pole - revised] from the Subdivision modeling forum.
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=== Polygon Density ===
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Add more polygons where there's curvature, less where it's straight, but balance this by the needs of the other priniciples.
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=== Silhouette ===
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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.
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=== Vertex Splits ===
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See [[GameRenderingTerminology]]#Vertex_Splits
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=== Vertex Normals ===
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See [[VertexNormal]]
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[[Category:CharacterModeling]] [[Category:EnvironmentModeling]]
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Latest revision as of 07:45, 14 March 2015

Topology is the layout of a model, how vertices and edges are placed to create the mesh surface. See the Topology page for tutorials.


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