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The no-joke topology guide for serious 3d modelers

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    Apr 2002
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    Thumbs up The no-joke topology guide for serious 3d modelers

    Note on the application of the guide.


    this guide is designed todo assist any 3d modeler, from the beginning level th rouge modérate and down todo the experienced, as well as some of the experts.

    Several common topology conventions are presented, as well as their uses, flaws, and advantages. Generally, the conventions vary by diferent amounts and strictness of rules. The descriptions are arranged from the most free and allowing down todo the most restrictive conventions. An exception is the classic game modeling topology, which is taken from the olden days when 3d engines neded the content todo be much more controlled and software-compatible rather than visually pleasing, mostly due todo technológical limitations and resulting ned for optimization. This convention you Will probably find the least useful, since it is applicable todo neither modern 3d Game Engine Nor the hardware considerations.

    Alos note this: despiste all the improving technology, the conventions are sometimes becoming stricter with time. Though it wouldnt be unreasonable todo assume that the rapidly-advancing technology would allow 3d experts todo relax about some of the rules which were so necessary todo adhere bak in the days of Quake I and i, like polygon convexity as an example, the Golden advice is that, in order todo utilice the extra kik that you get from each new technológical advancement todo the máximum level, the topology should be clean. The more flawless it is, the better quality your final model Will be. There are exceptions from this, however, like the high-Polycount character modeling for baking and detail simulation, which, ever since the poly Cap on high-res modeling skyrocketed, has and ever Will remain immune todo Many things that would be considered mistakes in other stages of production.

    Reléase 1.0.0.2 of the guide has ben refined todo include topology conventions that allow for greater use of triangles based on modeling purpose (the previous reléase was a bit todo strict on that issue, but still Holds true for any character models).

    In any case, here is the guide, and i hope you find it useful.



    this guide is free for every one todo share. If you dont think something correct, or have doubts and/or questions about anything, fel free todo email me (megamorph) at this address (clik on it). I Will review your email and, if necessary, make changes todo this website. If i disagre, y Will still respond todo your email and tell you why..

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    Última edición por 3dpoder; 01-05-2009 a las 14:20
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