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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

Retopology of the face

The model we will be using to learn how to apply good topology rules can be seen in Figure 5.5:

Figure 5.5 – Full body of the model to be used for retopology

Figure 5.5 – Full body of the model to be used for retopology

The model has a unique face, which should give us an opportunity to stray from the topology guide and allow us to think about our topology beyond just copying from the reference. As said before, we want to start with the head because this is the area on the body with the most detail. On the head, we will start with the face for the same reason. In Figure 5.6, we can see the face a bit more clearly:

Figure 5.6 – Close-up of the face we will retopologize in this chapter

Figure 5.6 – Close-up of the face we will retopologize in this chapter

As you can see in the preceding figure, the face has many features to take into account including the mouth, nose, eyes, and ears. It is generally good practice to start by laying loops of vertices around any holes in the model.

Defining loops

Let us put a row of...

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