Difference between revisions of "Category:Topology"

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=== More Topology Examples ===
 
=== More Topology Examples ===
* [http://picasaweb.google.com/danwill/ReferenceTopologyResearch# Reference: Topology Research] - an album of great wireframes from Dan 'pointpusher' Will.
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* [http://picasaweb.google.com/danwill/ReferenceTopologyResearch# Reference: Topology Research] - an album of great wireframes from Dan 'pointpusher' Will
* [http://www.subdivisionmodeling.com/forums/showthread.php?t=8911 Topology - Head thread] - an amazing compendium of facial topology examples from the SubDivisionModeling.com forum.
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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
* [http://forums.cgsociety.org/showthread.php?f=7&t=108412 Body Topology thread] started by [http://www.androidblues.com/ Steven Stahlberg] on CGTalk.
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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]
* [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://boards.polycount.net/showthread.php?t=46031 shoulders from japan] from the Polycount forum
 
* [http://boards.polycount.net/showthread.php?t=46031 shoulders from japan] from the Polycount forum
 
* [http://pig-brain.com/tut02/tut02_02.htm Ancient-Pig's basic deformation tutorial] by [http://pig-brain.com Jonathan 'Ancient-Pig' Rush]
 
* [http://pig-brain.com/tut02/tut02_02.htm Ancient-Pig's basic deformation tutorial] by [http://pig-brain.com Jonathan 'Ancient-Pig' Rush]
 
* [http://boards.polycount.net/showthread.php?t=61079 Low Polygon Joints - What is the best way?] from the Polycount forum
 
* [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]
  
 
== Principles of Topology ==
 
== Principles of Topology ==

Revision as of 13:28, 27 August 2010

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

More Topology Examples

Principles of Topology

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.

For more on the principles of topology see SubdivisionSurfaceModeling#Primers .

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. See

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.

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

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