Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Squeaky Clean Topology in Blender
  • Table Of Contents Toc
  • Feedback & Rating feedback
Squeaky Clean Topology in Blender

Squeaky Clean Topology in Blender

By : Michael Steppig
4.2 (5)
close
close
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)
close
close
1
Part 1 – Getting Started with Modeling and Topology
6
Part 2 – Using Topology to Create Appropriate Models

Normals on a hard surface

As we learned back in Chapter 2, under the Understanding good topology using grids section, the normal is the direction that the faces are facing. One feature we have not talked about yet is smooth shading. The shading shown in Figure 7.1 is what we have experienced so far and this is called flat shading.

Figure 7.1 – A cube with flat shading

Figure 7.1 – A cube with flat shading

Flat shading shows the normals exactly as shown by the geometry. You can see every face individually and each face is separated by a sharp edge. Smooth shading averages the normals of all of the faces to smooth out the edges of intersecting faces. You can see that the shading is set to smooth in Figure 7.2.

Figure 7.2 – Cube with smooth shading

Figure 7.2 – Cube with smooth shading

You can change the shading mode of a model by going to the Object tab at the top of the viewport and selecting either Shade Smooth or Shade Flat as shown in Figure 7.3.

Figure 7.3 – The Object tab with smooth and flat shading options

Figure 7...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech

Create a Note

Modal Close icon
You need to login to use this feature.
notes
bookmark search playlist font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Delete Note

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Edit Note

Modal Close icon
Write a note (max 255 characters)
Cancel
Update Note

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY