Welcome to our thread dedicated to honing your topology skills in 3D art! Whether you're a seasoned artist or just starting out, mastering topology is crucial for creating clean and efficient 3D models. In this thread, we'll share and discuss various exercises aimed at improving your understanding and application of topology.
In this exercise, the goal is to convert 2 edges into 1
>>966563
3 edges to 1
4 to 2
>>966566
5 to 3
6 to 1
Every time we loop around a number of polygons, there are 2 fewer polygons on the other side. That's why we can go from 6 edges to 4, and then to 2, and finally to 1 because, in the last loop, only half is visible.This way, we can achieve a smooth transition between the area with a lot of geometry to where there is less.
In this exercise, we have 4 triangles. When we create an edge in the center, we turn 2 of the triangles into quads. Then, by removing the 2 edges beneath the other triangles, they also become quads.
4 to 2using knife cuts (k) and dissolving edges
3 to 7
5 to 3another method
3 to 1
1 to 2
2 to 4
Super basic low poly handFrom 5 edges to 15 fingers to 1
hand
hand front
1 to 4
1 to 2 to 4 to 6
>>966562Jesus christ excercises and studies are a meme, drop that shit and make what you want to make or you are ngmi
1 to 9
https://graphics.pixar.com/opensubdiv/docs/mod_notes.html"Used sparsely, non-quads can be very useful to gather 3 or more diverging edge-loops."
Is topology a white people equivalent of "learning the anatomy"? I mean, traditional white artists' favourite thing is studying anatomy. They still draw from references all the time and get outclassed by every single jap who barely bothers with it. Is topology same thing, but for 3d?
>>966628
>>966614Noob question, but what is the difference between yours and mine ?A simple loop cut and extrude is not enough ?
>>966640The difference becomes noticeable when applying modifiers or deformers. Objects with good topology exhibit better control and structure. An object with poor topology will show errors in its surface.Topology is also crucial for texturing and animation. Good topology ensures a smooth and predictable surface, which directly impacts the success of both texturing and animation processes.
Can't figure this one out
Have good loops where key deformation occurs if your given model deforms at allThat's it. Thread finished.
>>966646OMG suddenly I'm an expert in topology! Thank you anon!
>>966668skill issue
>>966646what's a good loop? what's a key deformation?
>>966673Tacit knowledge, learn yourself
>>966675> Thread finished.> Tacit knowledgechoose one
>>966673not him but key deforms are important and common deform spots like knee caps, ankles, eyes, mouth for example. a good loop is if it flows cleanly, you can check loop flow in your 3d software and it will show a line>>966675nigger jew
flow
topology
yes
a loop
>>966709
>>966710
>>966711
>>966712
>>966713
>>966714
Another one
geometry on a sphere
>>966717
>>966718
>>966719
>>966720
I don't need to know all this stuff because I use Maya, but I always like to see that topology stuff that all you blender used always are talking about
>>966746>I don't need to know all this stuff because I use MayaBut it's strange that you say it's not used in Maya, because some of these exercises I saw in Maya tutorials. Blender also provides tools to automate this process, and eventually, algorithms may be able to achieve perfection. Nevertheless, I enjoy the process of thinking and modeling in this way.
>>966746pyw and show us that sweet wireframe of a person who doesn't know anything about topology
>>966628Bait or no, it's a funny comparison, because people will preach topology rules with no understanding of when they should be applied. I've had people jump in with "omg triangles" when it's a game ready model.
>>966746I bet your topology is shit.
>>966785It's the severity of your autism that prevents you from realizing that a wireframe is a mean to an end. As long as the model renders correctly, it's fine.>>966790On this board, if you take a real picture of a scenery and you post it saying you modeled it in Blender they'll tell you that it's totally unrealistic and that "it looks like shit". Try it.>>966797And so what? Studio Ghibli won't hire me?
random experiment to understand
>>966804
>>966805
>>966807
>>966808
>>966809
>>966668>>966673You're welcome
>>966801>As long as the model renders correctly, it's fine.LolI accept your concession
https://twitter.com/JanvandenHemel/status/1734316716182679584
>>966879https://twitter.com/fuspgr/status/1574438425838714880
These are some videos about topology and modeling from which I have been extracting some of these exercises.Change Your Understanding of Topology In Six Minuteshttps://youtu.be/HGL6QpVRyXk?si=Wzkl0g61GNNO5K_nHow to Master Topology and Edge Flow in 3D Modelinghttps://youtu.be/4-mPIVSBt9g?si=YQB2LfekTjojUlVbHow to 3D Model Anything // Understanding Topologyhttps://youtu.be/Sj2EiQWbtIQ?si=NpgdBOZvelA6SJCxTopoTalk: Improve your 3D Topology - Part 01https://youtu.be/B8dfa6awEXk?si=4TD2OP1oYr8R5omU7 Topology Tips Every 3D Artist Should Knowhttps://youtu.be/zSLELihVi6I?si=QS0tw4_mX7LcCBPzBlender Secrets - Copy / Paste Topology for Faster Modelinghttps://www.youtube.com/watch?v=GanAZ-xrOfc&list=PLCydtpLlAHiOcAn0yj4ETjEIIbLTjxq9v&index=885 Topology Tips That Will Get You HIREDhttps://youtu.be/zV3mhvWpppM?si=BYHdJG1m1EFgveWxBlender - Topology Fundamentalshttps://youtu.be/MD1QmdqXRfc?si=Y-zgPZNG3VL0v0pWArrimus 3D - Classic Topo Problem #5 Topology Density Too Lowhttps://youtu.be/tpjqBS3Y858?si=qKu_aT0L0jlydnQw8. Subd Modeling in Blender. Changing Flow.https://youtu.be/W961Bs4YqbA?si=ZeWRAOpjH4lWhs9q
>>966916
>>966917
>>966919
>>966920
>>966922
using premade topology
>>966932
>>966933
>>966934
>>966935
>>966936
>>966937
>>966938
>>966939
newfag here, shitpill me on topology, why it's important and when it should be used beyond fancy readable rectangles.
>>967462In general, it's tidier and easier to edit. You can add/remove loops or smoothly tweak stuff easier with a mesh like >>966562 as opposed to a generated mess of triangles. Having edges and loops in areas that will deform and fold, means they animate better too.
>>967468sexcellent, thanks!
>>967462Experiment with these exercises to see the impact of topology on your model. Bad topology leads to:Texture and Shader Errors: Your textures and shaders won't look right.Modifier Problems: Using modifiers like subdivision surfaces will cause errors and surface artifacts.Animation Issues: Models with poor topology will animate weirdly.Good topology is key for clean textures, smooth modifiers, and natural animation.Look this pic, look how the polygons flow in the surface of this heads.
Great topology
>>967537
>>966562What are the popular workflows for sculpting? I'm a newfag here, I see that some prefer modelling from a rather coarse mesh and then slowly add more details and subdivide parts of the mesh, some don't give a fuck and just sculpt and then do a re topology pass.
>>967632You got it, those are the two main ways. Also a newfag but I feel like poly modeling is great when you’re familiar with what you’re trying to make and it’s fairly simple. Imagine trying to poly model this though.
>>967680>poly modeling iWhat's that? Taking a route with a coarse mesh first and then subdividing / refining it?
>>967680Is that a hungarian / romanian / bulgarian guy? his headshot looks kind of familiary but I can't recall who's that
>>966797My topology is not shit because I use Maya and we don't need to use topology. What is so difficult to understand? My 3d models don't have topology.>>966784Maybe in an old maya version?>>967537Is the topology the square things?I don't see how that's useful at all
>>967690Hi drooling retard! :)
>>967690When you hear "topology" from Blender people, think severe OCD.
>>967694pyw
>>967690>My 3d models don't have topology.Can you show us one of your models?> I use Maya and we don't need to use topology. But why not? I want to know. > Is the topology the square things?But if you don't even know what is topology how do you know you don't need it?? or you are not using it? > I don't see how that's useful at allHo do you know if you don't know what topology is?
>>967698Why did you post two examples of bad topology?
>>967700It's barely useable for what I think is an auto retopo, but it doesn't take much effort to box model a hand to get more consistent deformation.
>>967701Topology does not affect deformation. Vertex density does.
>>967702>he doesn't show it deforming>the chasm that's behind the knuckles even though it's a static posehttps://www.youtube.com/watch?v=D7wUeiKuw9s
>>967704Ok. What about now?
Can we go back to serious discussion, instead of feeding the obvious troll?
>>967706
>>967702This hurts my soul
This felt pretty fitting for the topic. Just pardon the meme game. https://www.youtube.com/watch?v=76Fk-NXX9J4
>>967708I just realized that the Blender logo is an Ok sign
>>967750It's a 666.
>>967752more like ddd
I always struggle with topology.My meshes are all quads with vertices that have no more than 5 poles.I think I have edge loops around areas that will deform but sometimes, when I select an edge loop, a strip of polygons that trace the whole model become selected.It's really frustrating to think that I can have a model that shades well but, because some loops flow left instead of right, it won't deform correctly and is therefore wrong.
>>967760That a good idea... You know... If the logo was mirrored they could clam it's a "bbb". "B" for blender.
i hate topo i hate topo i hate topo
>>967692Hi blender fag>>967694I am glad that I use Maya so I can sleep well every night>>967698>But if you don't even know what is topology how do you know you don't need it?? or you are not using it?I use Maya so I know that I don't need to use any kind of square things to make a 3d model, so everything that puts more work into making a 3d model is useless,You should try to ask the blender programmers to make blender more like Maya so you don't need to use topology
>>967779Use Maya, no Topo
>>967838> I use Maya so I know that I don't need to use any kind of square things to make a 3d model, so everything that puts more work into making a 3d model is useless, You should try to ask the blender programmers to make blender more like Maya so you don't need to use topologyIt's great that you're using Maya, which is a fantastic tool for 3D modeling. However, it's important to remember that the principles of 3D modeling, like topology, are universal. Whether you're using Maya or Blender, good topology is essential. It's the backbone of any model you create.Topology isn't about making your modeling process harder. In fact, it's there to ensure the quality and functionality of your models. Good topology means better deformation in animations, more efficient rendering, and smoother texturing. It's about making your models work and look their best.While Maya does offer advanced features that can simplify some tasks, this doesn't mean you can skip good topology. Both Maya and Blender provide tools to help with creating effective topology, but these tools are there to aid your understanding and application of these principles, not replace them.It's true that Maya and Blender have different interfaces and unique features. However, both require a solid understanding of the fundamentals of 3D modeling. The way Blender handles topology, for instance, aligns with industry standards and is similar to Maya in many respects.In the world of 3D art, it's important to stay adaptable and open to learning. This includes understanding and applying core principles like topology, regardless of the software you're using. It's a key part of your growth and versatility as a 3D artist.I understand that some methods might seem quicker or easier. However, they might not always yield the best results in terms of quality, especially for complex models or animation. It's often worth putting in that extra effort for a top-notch final product.
>>967690>>967838
>>967873Anon I'm really sorry but you've just typed out a wall of text for a drooling retard
how do I into good topology?
>>968348I think it's a troll, but honestly, I respond because I like there to be good information here, and not just misinformation.
more image based tutorials
>>968502Ngons can exist in the shape of a triangle with 4 vertices.
N-poles
E-poles
>>968503>triangle with 4 verticesWhy is this bad?
>>968511It's not a triangle, it's a quad in the shape of a triangle. It's not a bad thing, you sometimes need them to have good topology. Here you can see how a quad in the shape of a triangle can be useful. >>966709
>>968523Trying a new angle with the trolling?
>>968527Who's the troll? Me or you?
>>968617keep the poles away from the curvature gat-dang it
>>967873I understand what you say but using Maya I bypass the necessity to use topology 100%, None of my 3d model uses those squares that you call topology.I am going to learn how to make the square things just because they look like the Tron film, but using them on my day to day job, never
>>968348You are the retarded for using old technology that uses those squares, I always read that Anons hate topology so you may be a masochist
>>968935Seeing the edgeflow exercises I would like to propose an another challenge.As it currently stands, if you add a edge loop inside of the detail. The edge will be redirected out of the detail, I would like to see how the topology would be if you were to keep the edge loops inside of the detail. (Following the blue line inside of the detail). The edgeflow above the detail should keep their natural flow going above the detail instead.
>>969202Use the knife tool to cut the new flowFirst this cuts
>>969202then cut here
>>969202>>969206then here
>>969202>>969207Now you can add edge loops there
bump
>>968927>>968926>>968925>>968924>>968923I wish maya had this topology thing, it seems fun, maybe a little bit archaic when you work on a real project, but i can aww how is fun to play around with those wire things
>>970257bait
>>970269>baitCan you explain why? I want to buy Maya because I read that it doesn't use meshes to create a 3d model
>>970416kek
>>966901What about John Dickinsons Topotalk series
>>970900Topology is a lie made up by the government, in reality there's no such thing as topology, but sheeple keep promoting that lie
>>970990STFU this is no /b/ go to troll somewhere else
>>970990'Wireframe drawing of a vase as a solid of revolution by Paolo Uccello. 15th century'This lie goes back further than government, we need to dig deeper o.O ...
>>970990>>971098oops
>>971100You may not have the mental capacity to understand what you're looking at. Topology is a branch of mathematics but in this thread you're just giving bad advice on subdivision modeling.Here's the correct advice:https://graphics.pixar.com/opensubdiv/docs/mod_notes.htmlAnd that's about it.
>>971105not me, I'm just shitposting
>>971109Sorry. I though you were one of those LGBTJ (J for jannie) who often get money from the government and lure people into their Discord channels with the promise that the secrets of the PUZZLE OF TOPOLOGY will give them employment.So, you see, it is the government after all.
>>971105In the context of 3D modeling, the term "topology" refers to something slightly different than its meaning in pure mathematics. In 3D modeling, topology refers to the structure and layout of the vertices, edges, and faces in a 3D mesh. It's about how these elements are connected and arranged to form the surface of a 3D object.While 3D modeling topology is influenced by the principles of mathematical topology, it is more focused on practical considerations for digital art and design. Good topology in 3D modeling ensures that models deform correctly during animation, are efficient in terms of polygon count, and are easy to work with for further modeling, texturing, and rigging.So, while 3D modeling topology has roots in the mathematical concept of topology, in the context of 3D design, it's more about the practical application of these principles to create usable and efficient digital models.
>>971146Except if you use Maya, gladly we don't have to deal with that bullshit
>>971146Nice words salad but what about the workflow?
>>971165what about it?
>>971177If you don't give us the workflow everything you said is bullshit. Workflow is methodology, and without it your words are meaningless, 3d is not an ideas only thing, we don't deal with abstracts onlySo please give us the workflow or you are just speaking nonsense
>>971207workflow about what?
>>971331Workflow of how to differentiate between mathematical topology and 3d model topology.You can also give us the workflow for both types of topology
>>971331Topology workflow
>>971355To discern between mathematical topology and 3D model topology, one must engage with the nuanced yet fundamentally distinct realms of these disciplines.Mathematical topology, the erudite and abstract branch of mathematics, concerns itself with the properties of space that are preserved under continuous transformations. This field is preoccupied with concepts like continuity, compactness, and connectedness, and is not sullied by the trivialities of physical dimensions or the constraints of Euclidean space. It studies the qualitative properties of spaces, wherein a doughnut and a coffee cup are considered the same (or homeomorphic) because they both have one hole. The elegance of mathematical topology lies in its disregard for the exact shape or size of objects, focusing instead on their intrinsic topological properties.On the other hand, 3D model topology, a concept entrenched in the practical and visual realm of computer graphics, deals with the arrangement and structure of vertices, edges, and faces in a 3D model. This topology is concerned with how these elements are connected and arranged to form a 3D shape. It is a domain obsessed with the optimization of models for rendering and animation, where the flow of edges, the distribution of polygons, and the avoidance of non-manifold geometry are of paramount importance. The topology of a 3D model is critical in determining how well it deforms during animation and how efficiently it can be rendered.While mathematical topology is an elevated study of spaces abstracted from physical constraints, focusing on the unyielding properties under continuous transformations, 3D model topology is a more pedestrian, yet practical, study of the construction and efficiency of shapes within the digital realm, concerned with the aesthetic and functional aspects of 3D models in computer graphics. The two, while sharing a nominal kinship, are as different as chalk and cheese in their objectives, methods, and applications.
>>971426I came. Nice workflow explaination
>>972285I love those.I don't need to know topology because I use Maya's no topology workflow, but it's fun to see the type of workflows that Anons used in the past
>>972285
>>972312
>>972313
>>972315
>>972285>>972312You missed image 42. This is one of my favorite tricks. I call it the splitter.
>>973365My favourite trick is that I use Maya's no topology workflow and I don't have to worry about stupid things
>>973365oh yeah here is 42
I fucking suck at topo but as long as everything is quads it's fine right?
>>973648You can have good topology with a lot of tris and shit dogshit poop topology with all quads
>>973653Not if you use the non topology workflow from Maya
>>973653
i feel like this rote memorization is a bad approach to topology. you should think in terms of what kind of shading and deformation you want. for example having weird triangular topology can help ensure specific highlights occur on a model that would otherwise be lost, or helps deform low poly geometry that tries to still keep detail in certain areas.
>>975306Look, for me, this is the equivalent of warming up the hand with a pencil and paper. Understanding how the flows of polygons work in the simplest examples helped me a lot in improving my modeling.They are just exercises for training and understanding the basics.For a while, I was looking for super simple exercises on topology that were not in video format. And since I couldn't find them, I started making image sequences for myself. But instead of deleting them, I decided to upload them here in case they could be useful to someone else.
>>975374Cris, your topology lessons are useless, wrong and misleading all at once.>I decided to upload themYou shouldn't have.
>>975382lol, Cris would never care about proper topology, he refuses to model a face with more than about 16 polygons
>>975390You don't care about "proper topology" either (assuming such a thing exists and it doesn't) or you would learn it instead of making things up and constantly bumping your own thread, Cris.
>>975393You mistook me for both Cris and the OP in the same post, nice work.>You don't care about "proper topology" eitherI'm interested in topology for good deformation, among many other 3d topicsI realize it's your little gimmick, but Cris is actually very identifiable, and there is no need to amplify his board-derailing tendencies by implicating him in normal 3d-related discussions which have nothing to do with him
>>975401>topology for good deformationTopology does not affect deformation. In fact a topology that renders well and a topology that deforms well are two orthogonal things. All you can have is a compromise between the two and that's why I just told you that no such thing as a "proper topology" exists.It's also a field that is full of dishonest people with deep rooted wrong beliefs.That's pretty much all you need to know about topology, Cris.
>>975382>>975393haha I bet you never do shitonly shitpost
>>975405haha you're wrong. I actually do stuff.
>>975403So topology does not affect deformation, but it can "deform well"? What exactly does this mean?
>>975414Take the case of Maya for example, there you don't have topology so it never deforms badly. But in 3ds max and blender you have to be careful where you put those poles man
>>975414Topology does not affect the quality of deformations nearly as much as resolution does. To the point that topology is not very relevant to deformation at all. That's what I meant to say.But feel free to obsess over topology as much as you want. I just wanted to let you know that you don't have to and that you shouldn't.
>>975431So I guess you're still quibbling about the distinction between the placement of edges/vertices and the actual topological connectivity of the mesh?I'm pretty sure that terminological battle was lost a long time ago
>>975435okay, that actually makes sense.
>>975438Let me tell you exactly why you shouldn't obsess over topology.You've never read the actual Catmull-Clark algorithm or the automatic normals generation algorithm that follows it or any of the research papers involved.So, you don't know how it works. Let me tell you it's rather complicated. You have no idea how the system actually works so when you obsess over it all you're doing is you're creating unfounded beliefs for yourself.
>>975439When people retopo sculpts to create characters for realtime cgi like games, I think they often don't even use subdivision surfaces, so the details of the catmull-clark algorithm aren't very relevant.If I regularly worked with subsurf then I would consider reading the paper, I've implemented some computational geometry algorithms in the past, including cubic interpolation of terrain vertices and a few normal generation methods.Just out of curiosity, is there a fancy normal generation technique for catmull-clark or just the standard averaging of the incident face normals for each vertex? Something analytical from the ideal smooth surface would be pretty cool
>>975441Smooth normals generation in Blender is hard-coded to the inverse of the angle between edges up to version 4.0In version 4.0 I've spotted a menu option that lets you change it to inverse of the area or to simple average.
>>975441I don't know why Google has stopped working almost entirely for me. Maybe I'm not diverse enough to deserve the privilege?But anyway, it's this:https://docs.blender.org/manual/en/latest/modeling/modifiers/modify/weighted_normal.htmlThe algorithm is the same with or without subdivision surfaces. As I've mentioned the "Corner Angle" method used to be hard-coded up to 4.0 and the weighted average is done on the inverse of the angle, not the angle.It's counter-intuitive but it generally means that smaller (or narrower) faces have more control over the smooth normal.
>>975441>Something analytical from the ideal smooth surface would be pretty coolYes and if you want to have an idea of what that would look like, make some Metaballs in Blender. Metaballs are an exception because the smooth normal is calculated by differentiating the field.For meshes, it could be done but then you would have to look at the normal of every face for every vertex, not just the neighboring faces. That's why it's usually not done. But it could be done.
>>975414he is a stupid troll shitposting irrelevant ramblings
>>975486Cris, just because you don't understand something, it doesn't mean it's irrelevant.
>>975488who the fuck is cris? You don't even know what topology is
>>975499I know what topology is unfortunately and I wish I didn't. I wish I had the money to buy proper software such as 3DS MAX and not have to worry about topology, instead I only had Blender.
>>975477That modifier is pretty nice, thanks for linking it.It actually makes a huge difference in quality for a low-poly beveled object
>>975499Cris is a guy who post here, he has a lot of A-logs sperging about him here
I used to have a tumblr blog on 3d topology. It had so many infograph pretty much every fixes. It was incredible. Not sure where it is now, the blog might've been deleted.
>>975933damn I wish I could see that
>>975933>a tumblr blogDid you discuss how topology is just an invention of the patriarchy?
>>975933>the blog might've been deleted.By you or tumblr? I had an account I haven't been on for almost a decade and iirc last I checked they just changed my username, the blog is still around.
Is there any way to get a 'shrinkwrap' effect but on the editing level? Like, I do okay with just snapping for faces, but if I add or bevel an edge somewhere, I have to manually adjust it to snap back to faces again. I know there's the modifier, but it's sketchy at times.
>>975954I just press g and move them slightly to get them to snap. Personally I don't mind it because I like seeing where every new vertex is snapping to and making sure it's in the right place, but the whole process is definitely a little janky
>>975960I've been using G and snap, but the way it's view based is really annoying at times. I was hoping there was something like Alt-S, where it moves along the normals to the nearest snap target.
>>975948>>975948>Did you discuss how topology is just an invention of the patriarchy?No just posted Infographs of topolgy and other 3d related stuff.>>975949>By you or tumblr?Tumblr. I never deleted it. I think it might've hit with an adult content ban, since there some naked models and shit like that.
>>975948tumblr was a massive boon for artists. If you weren't around at that time, then you missed out.
>>976494If you remember your username try adding a "-blog" at the end of it, mine got hit that way.
>>976517The tag system was really great. Just sucked that it was just as equally abused by people wanting to stir shit and get a mob harassing somebody over nothing.
>>966562Good job on figuring out the cheek topology. But is this meshwork necessarily compatible with physically modelling the neck V?
i just started learning about retopology because i want to try to make a game ready character. I learned about how to turn 3 quads in to 1 but have no idea when is good time to use it on a character.Is what i did on this character a good idea or not? Can these low poly thighs be hidden with normal mapping in the game?Also should i keep it the transition areas (3 to 1) away from joints?
>>980354this will probably shade badly regardless of maps, but depends on the engine. Why do you have such stark difference between torso and legs?it's for porn, isn't it?
>>980355No it's not for pornI felt like there were just too many vertices for places that don't bend, like thighs. I do however want to keep high poly count where the joints are for animation though. This is my first time trying to make mesh for real time animation so i'm a bit lost.
>>980354It's generally a good idea to keep the topology as regular as possible around areas that will deform a lot, like joints. This means that transition areas (where you reduce the geometry) should ideally be placed in areas of the mesh that experience minimal deformation. This helps to avoid issues with skinning and rigging later on.The flow of your topology should support the contours and muscle structure of the character for the best visual and deformation results. Star points or poles can be used strategically to redirect edge flow or reduce geometry, but they should be used sparingly and placed in areas that do not deform excessively.Looking at the image you provided, if those poles are not in a highly deformable area (which typically would be closer to the hips and knees), then it might be acceptable. However, if these poles are near the buttock area, it might be problematic since this area can deform significantly during leg movement.Regarding the thighs, if they don't contain much detail and don't contribute to the silhouette significantly, normal mapping can be quite effective. Just ensure that the base geometry follows the major muscle lines to get the best result from the normal map.
>>980357thanks for that insightful posti reduced the number of poles on the leg hopefully it won't cause issues down the line.i'm a bit confused by the buttocks edge flowis it suppose to be like pic related?
>>980371You are pretty close, good topology it's a craft. You need to surround some areasCheck this guyFor the head: https://youtu.be/YCX54Nffuys?si=u74pxgApddQWW4QYFor the body: https://youtu.be/6ztn-S0o1DE?si=VVBLSSJJP9rI_Riv
>>966563rip image
>>980421yeah it was the wrong imagethis was the right one >>966564
New to 3D and trying to learn to sculpt (owned a tablet and it seemed really cool) is there a general warm up/practice I can do? Or should I just model heads for awhile until I find a project to chip away at? I know learning different discipline is bad for growth, but is there anything like that for hard surface?
God, hard surface stuff is so satisfying. I fucking love adding support loops and watching it all come together.
>>981024It's like one big puzzle coming together.
>>966562
I like how sloppy these wipers look. It just werks and motionblur takes care of everything
I'm working on a gun, and the grip part has some curves obviously. Using subdivision modelling. The problem I'm having is that I like to keep things as low poly as possible to keep them manageable, but I just can't realistically tie in the details I need with a low poly version of parts of it.Would it be bad practice to model the general shape low poly, apply 1 sibdivision to get the nicely smoothed slightly higher poly version, and then tie the smaller details into that? It feels hacky, but I'm not going to be able to hand-place every single one of the vertices just right as compared to the subd.
>>981915That is pretty common workflow. Rough out a shape in sub-D collapse/flatten the stack down to that level and then optimize the sub-d generated mesh to fit your target needs by modifying deleting loops etc. There's nothing hacky about it, any method you can think of to generate the polygons you need is valid if the end result is something useful that matches your target specs.