Category:Topology
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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.
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More Topology Examples
- Reference: Topology Research - an album of great wireframes from Dan 'pointpusher' Will
- Topology - Head thread - 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
- shoulders from japan from the Polycount forum
- Ancient-Pig's basic deformation tutorial by Jonathan 'Ancient-Pig' Rush
- Low Polygon Joints - What is the best way? from the Polycount forum
- Go With the Flow tutorial by William 'proton' Vaughan
- Dave K's Poly Head Modeling Tutorial by Dave Komorowski
- Articulation - Modeling and Theory by Tenner Jones, Character Technical Director at Pixar
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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Pages in category "Topology"
The following 14 pages are in this category, out of 14 total.