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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 back of the head

To begin with, we are going to join more of the ear to the head to get a flat line going across the two, as shown in Figure 5.54:

Figure 5.54 – Joining more of the ear to the head

Figure 5.54 – Joining more of the ear to the head

Then we are going to loop-cut those faces to join into the rest of the face to match Figure 5.55:

Figure 5.55 – Looping faces between the ear and face

Figure 5.55 – Looping faces between the ear and face

Next, we are going to work toward the back of the head. Like the ear, the back of the head is not very important, so there is not too much to mess up here. To start, we are going to extrude the edges at the top of the area we just merged, as shown in Figure 5.56.

Figure 5.56 – Face with top edges extruded

Figure 5.56 – Face with top edges extruded

Then, continue that loop to the back of the head, and add another loop across the top of the head, as in Figure 5.57.

Figure 5.57 – Adding guiding loops to the top of the head

Figure 5.57 – Adding guiding loops to the top of the head

...

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