Difference between revisions of "Category:Topology"

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(Street Cop Workflow by Mashru Mishu)
(realtime vs. rendering headings, links)
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== More Topology Examples ==
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== Rendering Topology Examples ==
* [http://en.9jcg.com/comm_pages/blog_content-art-180.htm Street Cop Workflow] by [http://www.fx81.com/ Mashru Mishu]
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Examples of mesh topology used for rendering, as in film.
* [[http://www.polycount.com/forum/showthread.php?t=80005|Face Topology [Community Breakdown] ]] thread on the Polycount Forum.
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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://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
 
* [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://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] 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://pig-brain.com/tut02/tut02_02.htm Ancient-Pig's basic deformation tutorial] by [http://pig-brain.com Jonathan 'Ancient-Pig' Rush]
 
 
* [http://www.pushingpoints.com/2010/06/go-with-the-flow/ Go With the Flow] tutorial by [http://www.pushingpoints.com William 'proton' Vaughan]
 
* [http://www.pushingpoints.com/2010/06/go-with-the-flow/ Go With the Flow] tutorial by [http://www.pushingpoints.com William 'proton' Vaughan]
 
* [http://www.thehobbitguy.com/tutorials/polymodeling/index.html Dave K's Poly Head Modeling Tutorial] by [http://www.thehobbitguy.com Dave Komorowski]
 
* [http://www.thehobbitguy.com/tutorials/polymodeling/index.html Dave K's Poly Head Modeling Tutorial] by [http://www.thehobbitguy.com Dave Komorowski]
 
* [http://www.hippydrome.com/ Articulation - Modeling and Theory] by Brian Tindall, Character Technical Director at Pixar
 
* [http://www.hippydrome.com/ Articulation - Modeling and Theory] by Brian Tindall, Character Technical Director at Pixar
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* [[SubdivisionSurfaceModeling#Primers]]
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== Realtime Topology Examples ==
 +
Examples of mesh topology used for real-time 3D, as in 3D games.
 
* [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
 +
* [http://en.9jcg.com/comm_pages/blog_content-art-180.htm Street Cop Workflow] by [http://www.fx81.com/ Mashru Mishu]
 +
* [[http://www.polycount.com/forum/showthread.php?t=80005|Face Topology [Community Breakdown] ]] thread on 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://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://www.polycount.com/forum/showthread.php?t=41232 Low-Poly Thread] from the Polycount forum
 
* [http://www.polycount.com/forum/showthread.php?t=41232 Low-Poly Thread] from the Polycount forum
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== Principles of Topology ==
 
== 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.
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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.
 +
 
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=== Topology Types ===
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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.
  
For more on the principles of topology see [[SubdivisionSurfaceModeling]]#Primers .
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* If you're going into ZBrush, then the topo doesn't matter much at all, since you'll re-mesh it later.
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* If you're modeling a low-poly human, then you want it to be much more accurate anatomically. Every edge counts!
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* If you're making a [[SubdivisionSurfaceModeling|subdivision surface]] model, then anatomic proportions are crucial. Subdivision tends to highlight every deficiency in your technique.
  
 
=== Deformation ===
 
=== Deformation ===
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=== Manifold Surfaces ===
 
=== Manifold Surfaces ===
Avoid T-vertices, doubled faces, gaps, flipped faces, internal unseen faces, floating vertices, etc. See
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Avoid T-vertices, doubled faces, gaps, flipped faces, internal unseen faces, floating vertices, etc.
  
 
=== Poles ===
 
=== Poles ===

Revision as of 10:20, 14 June 2012

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.

Realtime Topology Examples

Examples of mesh topology used for real-time 3D, as in 3D games.

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

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