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Squeaky Clean Topology in Blender

Squeaky Clean Topology in Blender

By : Michael Steppig
4.2 (5)
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Squeaky Clean Topology in Blender

Squeaky Clean Topology in Blender

4.2 (5)
By: Michael Steppig

Overview of this book

This book is an introduction to modeling and an in-depth look at topology in Blender, written by a Blender topology specialist with years of experience with the software. As you progress through its chapters, you’ll conquer the basics of quad-based topology using triangles and Ngons, and learn best practices and things to avoid while modeling and retopologizing. The pages are full of illustrations and examples with in-depth explanations that showcase each step in an easy-to-follow format. Squeaky Clean Topology in Blender starts by introducing you to the user interface and navigation. It then goes through an overview of the modeling techniques and hotkeys that will be necessary to understand the examples. With the modeling basics out of the way, the next stop on our journey is topology. Working through projects like a character and a sci-fi blaster, the book will illustrate and work through complex topology problems, and present solutions to those problems. These examples focus on deforming character models, non-deforming hard surface models, and optimizing these models by reducing the triangle count. By the end of this book, you will be able to identify the general flow of a shape's topology, identify and solve issues in your topology, and come out with a model ready for UV unwrapping, materials, and rigging.
Table of Contents (13 chapters)
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1
Part 1 – Getting Started with Modeling and Topology
6
Part 2 – Using Topology to Create Appropriate Models

The Fundamentals of Topology

In the previous chapter, we learned about the Blender UI and how we work on objects within Blender using Edit Mode and Object Mode. In this chapter, we will start on the basics of 3D modeling by forming an understanding of what topology is. Topology is a method that is the building block of all modeling and determines the composition of the faces and edges in a mesh. It determines the shape of an object and how many triangles it has. It determines the way that it will deform, and how materials are applied to it. Without good topology, rigging, UV unwrapping, and soft body simulations are all made far more difficult. We will understand these terms and learn why they are important in Chapter 3 and Chapter 4.

Regardless, first, we must build a basic understanding of topology. In this chapter, we will learn how to manipulate topology to achieve the shape we want. Then, we will learn how to merge separate topologies into each other. Finally, we will learn...

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