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

What this book covers

Chapter 1, Navigating and Modeling in Blender, will lay out the basic operation of modeling in Blender. It will start with navigation by providing a brief introduction to the UI, and then move on to explaining hotkeys and the basic modeling techniques used in the examples. Some hotkeys that I use specifically for topology will be discussed.

Chapter 2, The Fundamentals of Topology, will introduce you to a grid. We will understand how edges interact across a face and how they can be manipulated to create different shapes. I will provide examples of topology over different shapes and explain how separate faces interact.

Chapter 3, Deforming Topology, will explain how to place your topology to optimize deformations. The main deformations will be for soft body simulations and armatures. I will explain the densities, orientations, and overall shapes of specific joints.

Chapter 4, Improving Topology Using UV Maps, will explain how to lay out your topology to make unwrapping a mesh easier. First, we will explain how to position the topology. After that, we will show how to lay out the seams for the UV and how to actually unwrap them. Finally, we will look at the UV editing tab to identify potential issues with the topology or the seams.

Chapter 5, Topology on a Humanoid Head, will start with the organic retopology of a character’s head. It will walk you through specific steps of the retopology process, giving you insight into what you should think about at every point. We will start by topologizing the eyes, then the nose, and finally, the mouth.

Chapter 6, Topology on a Humanoid Body, will start by identifying areas of detail and isolating them. These will act in the same way that the segments in the previous chapter did. They will be the anchors for us to build around – in this case, starting with the hands, then the arms, the shoulders, and finally, the hips.

Chapter 7, Topology on a Hard Surface, will focus on meshes that are not designed to deform. Because we are not deforming this mesh at all, we are only worried about shading artifacts. These are caused by the normals of the faces or the geometry itself getting messed up.

Chapter 8, Optimizing Geometry for a Reduced Triangle Count, is all about optimizing the triangle count of a mesh. This utilizes most of the tools and ideas we have been introduced to in the previous chapters. It is where we remove triangles wherever they are not needed. We do this by introducing triangles into deformable meshes and bending our previous topology rules.

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