3d model topology body [Detailed Response]

Last updated : Aug 12, 2022
Written by : Shane Burczyk
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3d model topology body

What is 3D model topology?

The term topology refers to the distribution and structure of vertices, edges and faces of a 3D model. The topology shows how well in your 3D model vertices it is organized. The better everything is done, the easier and faster it will be possible to work with your 3D models.

How do you make a good topology?

  1. Understand Common Mesh Tools. This is an obvious tip, but one that everyone venturing into 3d modeling in Blender needs to become proficient in.
  2. Know When to use N-gons, Triangles, and Quads.
  3. Understand Edge Flow.
  4. Use MatCaps.
  5. When to use Creases versus Holding Edges.

What are the 3 components of 3D models?

ELEMENTS of 3D Design SPACE: Distance, area, volume; physical space independent of what occupies it; absolute space. LINE: The edge or outline of a form, the meeting of planes; linear materials include: wire, wood, metal rod, string or any materials with a long, thin shape. PLANE: A flat or level surface.

What does good topology mean?

A good topology ensures that deformations look realistic; otherwise, the mesh will pinch, stretch, or just deform incorrectly and look weird. In Figure 7.1, you can see two different topology examples, one good and one bad.

Why do we need topology in 3D modeling?

Good topology ensures that you create a 3D object using the least amount of vertices as necessary, so that your computer will electronically thank you and give you a big hug if you incorporate good topology in your workflow.

What are the types of 3D models?

There are three major types of 3D models types: solid, wireframe, and surface. We base them on the methods and techniques used to create different 3D objects. CAD (computer-aided design) offers many other types, but most fall under those three.

Why is topology important in animation process?

Notice how the faces become non-planar (flat) when they are deformed against the flow of the edge loops. At render, these faces are split into triangles that create an odd ribbed pattern countering the animator's intent. Keeping faces flat is the basis of why topology is important in the first place.

How does topology optimization work?

Topology optimization is a mathematical method which spatially optimizes the distribution of material within a defined domain, by fulfilling given constraints previously established and minimizing a predefined cost function.

What are the basics of 3D modeling?

3D modeling is the art of creating digital representations of objects or surfaces using 3D modeling software. In the most basic case, three-dimensional models can be created from simple shapes like cubes, rectangles, and triangles. These shapes are then modified into complex, high-polygon designs.

What are the principles of 3D modeling?

Whether you're a beginner or a pro, keeping these six principles in mind when modeling (form, detail, scale, adaptation, reuse, and surface quality) will help you to improve your work and avoid some of the headaches that that can typically happen when modeling something new.

What are the steps of 3D modeling?

  • Step 1: Blocking. During the first step, the artist makes rough models of the 3D objects and arranges them to form a scene.
  • Step 2: Detailing. In this stage, the artist adds details to the initial 3D model blocks.
  • Step 3: Texturing.
  • Step 4: Rendering.
  • Step 5: Post Processing.

Which topology is best?

The best cabled network topology for large businesses is the star topology. This is because it is easier to control from a central console as the management software just needs to communicate with the switch to get full traffic management features.

What are the 8 types of topology?

  • P2P Topology.
  • Bus Topology.
  • Ring Topology.
  • Star Topology.
  • Tree Topology.
  • Mesh Topology.
  • Hybrid Topology.

Why good topology is important?

Simply put, network topology helps us understand two crucial things. It allows us to understand the different elements of our network and where they connect. Two, it shows us how they interact and what we can expect from their performance.

Is topology important in 3d printing?

As the manufacturing process is being revolutionized with the advent of additive manufacturing, topology optimization is set to be a critical step in designing for additive manufacturing or 3D printing. It's a subtractive technology where we start out with a volume of material defining the design space.

What is mesh topology with diagram?

A mesh topology is a network setup where each computer and network device is interconnected with one another. This topology setup allows for most transmissions to be distributed even if one of the connections goes down. It is a topology commonly used for wireless networks.

Which model is the easiest form of 3D modeling?

  • Cinema 4D. Cinema 4D is designed to be fast and easy to use for both professionals and beginners.
  • ZBrush. ZBrush provides tools for both 2D drawing and 3D modeling, many of which purposefully overlap.
  • Modo.
  • Blender.
  • 3DS MAX Design.
  • Lightwave 3D.
  • Sculptris.
  • Tinkercad.

What is called 3D design?

3D design is the process of using computer-modeling software to create an object within a three-dimensional space. This means that the object itself has three key values assigned to it in order to understand where it exists within the space.

What is 3D modeling design?

3D modeling is the creation of a three-dimensional object inside of simulated software. The object can be created from simple shapes all the way up to complex high-polygon models. A polygon is one triangle, and It takes many triangles to make a circle or complex object.

Do I need to Retopology?

Retopology is need for mangled topology resulting from sculpting or generated topology, for example from a 3D scan. Meshes often need to be retopologized if the mesh is going to be deformed in some way. Deformations can include rigging or physics simulations such as cloth or soft body.

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3d model topology body

Comment by Marin Gabbamonte

hello guys my name's Rob this channel is called decoded and today I'm going to show you the only method you'll ever need to solve any topology problem bad understanding of topology is the number one thing holding back most beginner and intermediate 3d models it's something I personally struggled with for a long time until I found this method so before you skip this part of the video I'll quickly explain what we're going to do today I'm going to show you an example of a hard topology problem that a model of might face then I'll show you the method to tackle any kind of topology finally we'll come back to our problem and we'll use the same method to fix the topology super quickly ok so first I'll show you the problem let's say we have a standard cube here and it doesn't really matter what this is it's not gonna make a lot of sense but let's say that at some cuts in okay and extrude out a face on either side right let's say this was some machinery or whatever your model and we need three ridges down here right we're looking at the the drawing the concept are at the four door it's got three ridges so we add in five lip cuts right there for sorry we're in four lip cuts okay and we select this this Ness we extrude it out in theory no problem we've modeled what we want to model the problem is now the topology is ruined we've added these lip cuts all the way around the entire mesh if these were fingers on the end of a person's arm and character's arm then you now would have added these little cuts going all the way up the arm that would be going potentially up to the head they'd be going all over the model right so how we solve this well what I wouldn't do is I'm going to use a plan to show the method right and I'm going to generate and with a stick that's on the view okay and all you need no basically for for the topology is how to change different numbers of chases once you can do that you can do anything so let's say we have five faces on an inch right so again for four cuts to make five faces we have these five phases and we want to get it down to three right so we extrude this down and if we grab the middle one okay G and Zed to move it up look what happens there this is now record one two three if we'd give it a bottom this is a quarter now and one two three there's your three edges we can extrude that down we've we started with five faces here we now have three okay and we can obviously scale that on the X to make the faces like the same size now you have three same sized faces roughly we can just do that again if we grab these faces move the middle one up and then we join these then we now have one so we've quickly went from five phases to three two one when you keep going like that if we extrude down again okay and I'm just going to put a cut over the middle right and then if I just grab these you dissolve them so how do we join this up properly well what we do is we use the knife tool and I'm going to connect this up to here then I'm just going to get rid of the one at the side edge here and now if you look at this wrong but that's never quad this has four sides that has four sides but we start off with one edge and we now have two four different phases we can do that again on either side for four so from these two edges under sticks through the stone again if we let add some cuts okay and then just get rid of most of it rights we have these cuts down the middle what we can do here is just the same thing we did there but twice what I mean is if we go to the corners just like we did connect those up and then we get rid of the edge loops the edge face is sorry on either side that's a cord that's a cord that's a quad they're all quads everywhere so what we've done there is we've quickly went from five phases to three phases to one to two to four right this is how we'll use that because that still might not make a lot of sense so I'll show you how would put that into practice coming back to our model over here right we have five phases just like we did over here so I'm going to do and then I deliver good okay and I'm going to use double J to move this over if we grab this and move it up like we did before use care to cut cut across this and get rid of these two we can now get rid of these two edge loops there they're not needed and then if we do this again if we are be in another cut slide it over to here we can do the same thing we can slide this one up you can use the knife to cut across there select these two edges here dissolve them and then we can just dissolve these edge loops here and really quickly what we've done is we've went from having five edges in lip codes running all over to now which is back to one it's not interfering with the rest of our topology if we look back over here those edge loops are now gone obviously you would have to do what I just did on the top layer you would have to do on the bottom side as well because at the moment this is like bad topology that's an area that and then just work through and go okay well if it needs to be seven you can have a four or two in a one or whatever so I hope this made sense guys I hope you liked this video if you did please give it a like and subscribe to the channel for more videos I put more kinda up every week

Thanks for your comment Marin Gabbamonte, have a nice day.
- Shane Burczyk, Staff Member

Comment by Zoraida

come to video 3 of my intro to 3d art series today we're going to be talking about something called topology and kind of getting into something else entirely much bigger than that called articulation theory now this is a very nice looking model but there's something very wrong with it as nice as it might look and despite the normal problems we can't use this model it's absolutely a mess it's been decimated now I know that's a very extreme example but I wanted to get into why this could be a problem if you are a sculptor in things like ZBrush or Mudbox or sculptress with the advent of being able to draw quads over your mesh with red apology tools you can run into a lot of really bad habits and a lot of really nasty edge flow but you will retain a very nice looking model no matter what since you could add as much detail as you want to retain your models look now with that being said let's look into something to date this might be familiar to you if you are a illustrator this is a mannequin invented by a artist named Andrew Loomis but it is very useful for us if we're doing 3d art because of this simple concept this is what we like to refer to as the Cape it runs from the pectoralis to the deltoid from the traps down to the lats down to the sacrum area or as well go down that far maybe about right here but this concept still is very useful to us because as the arm is raised or moved or anything all these muscles have to flow and follow that arm so with that being said instead of using read apology tools which we will do and I will go over let us do this the old-fashioned way using some very clever tricks okay so the first thing we want to do is create a cube I'll go ahead and throw on wireframe now go ahead and smooth this cube and turn the divisions to two kind of resembles a sphere now and select these faces only should be the center faces on the bottom and don't go past the halfway point and go ahead and extrude this outward and set the divisions to two and select everything and deselect what we just made so now only the sphere part is selected go ahead and delete that part so go ahead and select these six bottom faces I guess that would be eight eight eight bottom faces and extrude that straight down flatten that out select these two and extrude these out again and now select this edge ring and extrude that straight up and flatten that out this is going to be our very crude body why is this important why do we care and this looks nothing like a body this looks absolutely terrible well this is going to be our scaffolding for a very good topological mannequin or a very under skeleton for what is going to be our character to articulate very cleanly so we're the legs well we're not done yet so select the sides these guys up move these guys up and go ahead and add in some edge loops to where the crotch is going to be I like to choose somewhere in the middle it doesn't really matter right now this is I also highly recommend if you're going to model box model or whatever make sure that you do it symmetrically I'm just doing this for the sake of time go ahead and move this guy down and then straighten these outs and go ahead and add in another edge loop or you want the foot to start again straighten these guys out and now select the front faces only and then extrude these outward then pull these down and these down so they're flat cool as horrible as this looks this is a very important idea of how we want our topology to flow and I'll explain that because if we start adding in edge loops and this actually so that you can see that this is going to be our shoulder area and this is where the deltoids are gonna plug into the arm I'll just make that moves just so you can kind of see what I'm talking about because if this area we want the edges to flow this way like the Cape I was talking about earlier and now the arm is separated for its own edge loops and now the torso separated for its own edge loops and the legs and now even the foot and the neck has its own edge loop system which is great the only thing we're missing are the hands and the face and the face alone is going to need its own video to explain it probably several the hands are probably going to need just one video but they're gonna need their own attention right now we're just focusing on the body so this looks horrible it's not a body but I assure you we have once we have this scaffolding you move all the points in place obviously don't add angelou so much so quickly and minimal edge loops and then move them into place and then add more as you need them and also another very important thing to notice is this area here why is that important well it is the armpit it has its own edge loop system as well and this is really important because this gives us the necessary space for our arm to go up and down on this side so with a little bit of finessing and moving around you can actually get a body and I've changed nothing topologically as you can see the edge the edge loops still run all the exact same areas the armpit system the arm itself even the neck and the legs and the foot and as a word as a note make sure when you do your foot keep these edges absolutely straight even the ones down here keep them as straight as possible because when the toe has to bend you don't want these edges collapsing in on themselves and that's what will happen if you don't run these edges perfectly straight until you get to the toes obviously so this is all you need to make this body articulate really because it could Bend it can bend forward back it can even twist and we will talk we will discuss fancier things for the knees and the elbows in the next video I'll go specifically in went to what we call patches we use them for specific parts of the body and you can even use specific patches for the for the rump if you your if your character has to have something a big rump but anyway this will get you going right off the bat and I'll prove that to you by showing you that I put some joints in here already and the arm can move freely you can't even go down and then forward because all of these edges flow exactly how the body would naturally curtain itself and the way that it goes up and down it still retains the right amount of shape now obviously this is a very very crude mannequin so it has absolutely no detail but it already deforms extremely properly so by using this you can pretty much get and guarantee that your character will deform properly without doing too much and by knowing how to model this the actual old fashioned way you can keep these in mind when you're actually running your your each apology by making sure that here there needs to be an edge flow change and here there needs to be an edge flow change to ensure the armpit and obviously here we'll talk about these points specifically in another video these are called valence --is there are three point balances five point balances and six point balances which is something you're not supposed to do we'll talk about that most valence is obviously are not valence is they're just four point edges you know four polygons but these are special cases b

Thanks Zoraida your participation is very much appreciated
- Shane Burczyk

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