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hey everyone this is john here welcome back to the channel now recently i've been demonstrating how to model various objects in blender and while i will still be doing that going forward i wanted to start a new series where we look at various examples of less than ideal topology and discuss different ways it could be improved and these will be less about the tools and more about topologies so i'm using blender here but it shouldn't matter what 3d app you're using okay so let's look at this first example you can already see as i move around this there's some real problems some horrible lumps and bumps in this look at the wireframe it's going to turn off matcap and just come out of subdivision there's a lot of triangles in here and definitely some unnecessary topology so let's approach this in two different ways first of all we'll do our best to clean up what we have there are situations when you're modeling where you can't just go ahead and delete a whole bunch of stuff you just have to work with what you have and in the second example we'll remove the problem area and we'll rebuild it i'm only going to do one side i'm just going to grab the poly quilt add-on here in blender just to quickly merge some of these together some of these verts i'm just going to clean this up removing things that are unnecessary necessary edges that one and that one and obviously i can't run edges along this way because that's going to mess up the curvature but it's fairly flexible this direction that one and that one and i'll just select these and just merge those together just in the middle okay it is sticking up a little bit there but just going to ignore that for now so i could run loops all the way around a little bit complicated given there's a whole bunch of ngons in here so i'm just going to run edges just down like this i'm not going to take it all the way through but this will give you an idea about how you'd approach this okay so we've got all quads grab this one and this one bring that down just loosen this up a little bit evening out the tension that one down and down a bit okay so let's go into subdivision again and you can see the difference look at that so by removing those triangles just running those loops straight down keeping it as quads we've actually fixed the problem i'm not going to do this side what about the top here now rather than cutting things here i'm just going to go into face mode or polygon mode depending on the software you use just select that just do a little inner extrude there and delete those faces and in blender here i'm just going to use grid film just fill that up so that just adds all quads add another loop in here might be good just to actually just take a cut through there cut through there and just get rid of these ones a little bit tight like that so we're still all quads and that's a lot better and scale this up making sure i'm scaling from the median point there you go much better obviously that side's still a problem let's take a look at it with something a little more shiny and that's more than acceptable so that's a way of keeping the existing geometry and then just using better topology let's now take a look at a situation where you can just delete the problem and rebuild so just selecting all of the polygons that are making up that problem area and just deleting those i'm also going to just get rid of these extra loops i put in all right so that's now a nice clean base so i'm going to use in blender here machine tools smart face just by pressing the 4 key this makes it a little more automated quickly just hit four and rebuild that all right so we're back to nice clean original geometry we're not perfectly straight there okay so next what i want to do is just slide a few verts out make some space for the circle i'm going to put in do that by insetting probably just want to quickly just get that one out there and that one out there inset now here in blender i'm going to use loop tools circle it's a little large so what i'll choose the method is fit inside and also notice how that's flattened that out i'm going to uncheck flat like that okay so now i need to extrude this so e and i'm just going to move that up on the normal about there ester scale z and zero to flatten that out i want to add some loop cuts in here i'm going to add one and i'm going to scale that you can see it's not straight i'm just going to scale that on the y to zero like that now ctrl b to bevel and just bevel that out extrude along normals it's good select that one and come down to select loops and select boundary loop scale that in scale that out i could bevel that if i wanted to add a few more loops but i'm going to leave it as is for now just select that again and this one this one this one and this one and that one quick bevel just add an edge there come down and just loosen this up maybe here as well so i might just add a little bevel there select that loop and use set flow it's a plug-in you can download for free there we go that's good all right so let's take a look at this so all those problem areas have gone and everything's looking really nice so two possible solutions one was to use the existing geometry and just clean it up i prefer this option though there's less geometry and less geometry often means less issues okay so hopefully that's been helpful if you have an example you'd like me to take a look at please join us on the 3d modeling discord you'll see a link in the description and use the ask for help modeling channel and hopefully i'll be able to use your example in one of these sessions for now have fun modeling and i'll see you again soon you
Thanks for your comment Harrison Lydecker, have a nice day.
- Sheena Centorino, Staff Member
hey everyone today we're going to cover five tips for better understanding topology in any 3d software i'll be using maya for this demo but the concepts and workflows discussed here can be applied to any 3d software i've narrowed down these tips after many years of professionally modeling and teaching students over the years to improve their understanding of topology if you found these tips helpful have any of your own tips that could help people or want me to cover topology in greater detail let me know down in the comments below as always a like and subscribe is always appreciated as i continue to grow the content of this channel so with that let's get started alright so here we are in maya and i'm going to start with the very first tip and the first tip is localizing topology and what i mean by localizing topology is having the ability to add topology within your model without spreading topology and edge flow in areas that you don't want for example if i go ahead and take a look at this hammer boy that i modeled in a previous tutorial and i want to add geometry here for the hands the last thing that i'd want to do is to jump jump over to multi-cut and just to just add in edge loops here that are now going to run the length of the model right and you can see how this gives me unintended edges that run all the way around the model i definitely don't want that so what i want to do is let me undo that jump back to this plane here and i can show you kind of a simpler a simpler point of view you can see that i have one face here that's being cut and split into two faces and then it's then being split into even more faces here so now we have one two three four so we started with one and now we have four you can see that i can combine that with different techniques here where i start with one face end up with two and then split that to have four here and then now i can even get almost six faces here right and so this is just allowing me to add topology right and localizing it in areas that i only need it now how would i do this if i go ahead and create a cube here we can go ahead and take a look i'll go ahead and scale this cube up and zoom in and we'll go ahead and just do a control e for extrude and then do an offset bring this in and then hit g to repeat last and then extrude that out now again if i wanted to now extrude some fingers on here and i go ahead and do the multi-cut we can see what happens if i just start adding in a bunch of edges that are now routing throughout the rest of the model so instead what i can do is i'll control middle click add that in the middle and control middle click again now one thing that you can do there's a couple ways of doing this you can add uh control middle click a few times here like so or i'll just go ahead and left click a couple of times now what we can do here is i can go ahead now and move these faces and i can do that by entering the multi-cut tool so if i grab the multi-cut tool i can start at one corner and cut in about in the middle and then start at the other corner and cut at the middle here like so then i have this now of course i'd want to just kind of meet these or connect these two then i want to remove these edges here like so now we have these or this face loop running around and that allows me to be able to go through and delete these edges now i want to make sure to do the same thing on the bottom but for right now i'm simply just going to delete these faces so it doesn't loop all the way around for the simplicity of this demonstration so i'll go ahead and select these edges and then remove and then now you can see that i have these faces here here without adding all that extra geometry in on the rest of the mesh and you can combine that with techniques again if i go ahead and just kind of shift move this to extrude and if you wanted to even add even more you could grab your multi cut tool again and i can middle mouse cut that and then you can do something like this where we call these i call these kind of kites or diamonds like so and now i can go ahead and start to add in more geometry or edges here right so like so now what this is going to do is allow me to have a bunch of edges or a bunch of faces here without again taking it throughout the rest of the mesh and then now even though you can see that i have these triangles here i can simply remove this middle triangle here and create the kite kite shape that i was talking about and then now i go ahead and just kind of move that and then there we go and again you'll see this being used all over the place i use these all the time for hands so you can see that i have this kite shape here that's just allowing me to add in some extra geometry for the fingers without having to go through and add it throughout the rest of the glove or the rest of the model you'll see me use that here as well on the back of the model where i start to use this inner part this face loop to be able to add in some more geometry and again kind of the last thing here is if i go here now you know you can go ahead and move this edge like so and you can kind of just manually uh do it where your i multi-cut this and go ahead and multi-cut and kind of add in a point here that real quick and you can just manually cut in to get these loops too so that's another way of kind of doing the same thing so i do this all the time like so and then i can terminate it at this edge and again you get this nice face loop running all the way around so being able to understand this how to kind of start with one and split your edges and get more or split your faces and get more edges to add that topology this is what i mean by localizing topology so using this technique is something that i use all the time using these kite quads is something that i use all over my models the next tip is how to clean up ngons and triangles a lot of times you'll be splitting and cutting faces and cutting some edges and you'll get to a point where you're kind of running along and you have to diagonally cut across and then you're left with a triangle and an end con so i get an n-gon which is a five-sided face now we want to make sure at least for organic modeling and most of heart surface modeling we want to typically end up with what's called just quads or four-sided polygons you see that i have this which is pretty complex but all of these complex uh cuts and edges here are quads and they're four-sided all right so when we get to this instance when we're cutting across edges and faces we can simply use this technique where we split this in half and what i mean by that is if i go ahead and jump into the multi-cut tool i can just click on the middle part of the edge here and take it and terminate at the corner of that face which gives me now this i know this might seem very simple but i'm telling you when you're going through and modeling and cutting and splitting now you've just created this nice clean face loop that's running all over the model which is exactly what you want and it avoids a triangle and un ngon which both of those combine is going to give a lot of smoothing artifacts so by smooth
Thanks jerrytohz your participation is very much appreciated
- Sheena Centorino
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I've studied coastal geography at National University in La Jolla and I am an expert in oenology. I usually feel hot. My previous job was loan counselor I held this position for 4 years, I love talking about jujitsu and lacrosse. Huge fan of Alexandra Cooper I practice snowmobile racing and collect beer cans.
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