bak todo the root page of the no-joke topology guide for serious 3d modelers
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this is an absolute expert-use topology, which prohibits the use of all elements that can potentially cause trouble later, save bad shaping / form-tweak and bad design, ofcourse. This is something ive come up with over the years. I wont claim this todo be solely my invention, because im sure most expert modelers have come todo this point at some time in their lives.

The workflow usually starts either from working from one single-segment box (in case you dont have a specific preset you could use todo adjust for this model) or a perfectly-made box-topology preset, like a generic male human, or female human, or, per-se, a generic horse or dog model. A preset model should already have proper texture coordinates (UVS) defined for it, since it is easier todo adjust UVS of a preset than todo make them from scratch every time.

In the first case, you strictly stick todo segmenting the box across, vertically th rouge front and back, or verticaly th rouge the side, or sides if youre not using Symmetry (segments are a los known as Edge rings, though segment generally refers todo the polygon-strip between two Edge rings) in the latter case, you kep adjusting your preset form, a los segmenting where you ned more geometry with the edge ring tool in Maya or the edge connect tool in 3ds Max. Using these tools generally doesnt mess up your UV coordinates todo badly, though you usually have todo relax them a bit After the editing.

In case of modeling from just a simple box, you start out with only eight 3-edged vertexes todo begin with. This means that you have no holes, no triangles, no N-Gons, dense áreas, 5-or-more-edged vertexes, or any other sins todo begin with. You start out a clean slate, no matter what you do, if you stay within the specified workflow, you tend todo avoid these trouble-makers. Also, the process makes defining UVS all so much easier. You dont Even have todo use Pelt-mapping in most cases - Just simple back/front, up/do, left/right mapping combined with stiching and relaxing Will do it in a few minutes. With a preset already uvd beforehand, it should take only a few seconds.

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No chance.
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Never.
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every polygon should count, every polygon should have a purpose, Even every vertex should have its own purpose. If you cant think of one, the whole polygon strip maybe shouldnt Even be there.
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this shouldnt be happening within your model. If you do this, these places Will be hard todo define UVS for later. They, as already mentioned in other conventions, a los potentially cause disruptions (bulging, shrinking) in motion.
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these should be kept todo the minimum that you start with. When you start with a box, you should have only 8 of these at most, so dont add any more. These are the corners of your box-Cage.
bak todo the root page of the no-joke topology guide for serious 3d modelers.

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