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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

How to retopologize hands

When approaching hands, we need to break them down into parts. Thankfully, with the hand, it is not too difficult, as they are very naturally broken up into segments. The fingers and the palm make up the detailed areas of the hand. This makes it easy to start, but it also complicates joining the sections together. Ideally, you would have the detailed areas separate from each other. This makes it much easier to connect them because the area in between is less important. Because these detailed areas are right next to each other, we need to be more creative with how we join them together to ensure good and even topology. You can see our hand in Figure 6.1.

Figure 6.1 – Close up of a hand

Figure 6.1 – Close up of a hand

On the hand, the fingers are a good place to start. The tip of the finger is usually the most detailed part of the finger, especially if the character has fingernails. In this case, our character does not, but the tips of the fingers are still...

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