XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Body Topology

07-16-2005, 03:20 AM
Hi everybody,

I've been searching around for the answer to this question for a long time. For a face good topology is essential if the face is going to be animated. I got that part down, but what about the body, some people use the same basics as in faces, things like, no triangles, and following the contours of the muscles, while others like stalhberg (who changed his mind about the topology issue) now says that every thing goes, triangles, ngons, and other things of that nature. My question is which method is better nd why?

If anyone answers that question for me it will be greatly appreciated.

07-16-2005, 08:27 AM
well, for every cause there is an effect eh... and imho, stuff like nonplanular poly's and poles have thier effect, can't be helped, it's science...

then again, when all the texturing is said and done, who knows how much of the light reflecting on the non planulars you will actually see, and when animation is thrown in... hmmm, I don't really know how much is truly noticed at all.. it's all in how things work in the end... if something is out of whack and is causing the mesh to point out badly during deform, I am sure things will be tweaked... other than this, sure, perhaps anything goes, but... ya gots to admit, all quads looks much cleaner eh :D

this is only one opinion, maybe others will feel different...

07-16-2005, 08:43 AM
check out the maya forum, there is a huge thread about body topology - http://www.cgtalk.com/showthread.php?t=108412

im sure there are some other threads about using tris and ngons

07-16-2005, 08:59 AM
Stay away from ngons and tri's, no matter what.


07-16-2005, 04:01 PM
Thanks to all of you for your help but for now I'll stick to quads and correct edgeloops, but now i have another porblem, how do you get rid of those little bumps all over the model that are made when, i can't explain it but here's a picture.




2nd Wire


07-16-2005, 04:04 PM
getting a smooth model comes with practice. and your picture doesnt show up.

07-16-2005, 09:55 PM
The quads on that picture look great to me. Good flow too. The one thing I must question though is how would you go about making edits to something that high in poly count? Any tweeking you may want would take forever moving each vert one at a time. Wouldn't it be better to cut that poly count in half and just select the model and do a "soften/harden normals" to get it smoothed a bit. Also, with so many polys, I would think that animations would take forever to render. Just some thoughts.

07-17-2005, 08:35 AM
its hard to comment on topology with a subdivied mesh

it looks like a head but if you are going for a realistic head, the proportions need some work.

07-18-2005, 07:00 AM
nice bust, few things

wherever there's a lack of even face, vertex, and edge spacing in your model than you will get that un-wanted look you were talking about. The spacing in the cheek area is large in comparison to the eye and mouth area, although thats not the definitive problem, you should try to make it all even. Regardless if places like the eyes and mouth demand tight spacing, loosen it up a bit and add one more vertical edge-loop to the side of the models chin. The major problem with the cheek is that you have six faces bunched up together around one vertice, this isn't good topology because it will give you crunching. I also see you have a five sided face at the nostril, try to keep all faces 4 sided, the results wil look better rendered. Keep going, your basically done cuz the proportions look set, all you have to do now is a few tweaking. GL

07-19-2005, 01:39 PM
N-gons and tris are useful.

Even in the case of Jeff Unay's model,triangles and n-gons could've easily been introduced and uncorrected before smoothing while still ending up with poles no greater than what he's already got in.

It's all about how they smooth and how to/you use them.

Yourworstnightmare:The biggest 'harm' to your model is that 6-edged/faced n-gon on the cheek.

1-From this pole,look at the Edgeloop that goes into the mouth and delete the First edge that's going out of it.

2-Use your Cut/Slice tool to re-direct this edgeloop into the eye starting from the vertex that's got only 3-edges

3-This just created an 5-sided N-gon right beside your pole=BAD

4-To correct this,add another "horizontal" Edgeloop,starting from the same vertex and back unto the ear area

5-Lastly,you've got two 5-sided poles right next to each other=bad for smoothing so add an Edgeloop between to separate them(your best bet is on that edgering that goes from the nose to the cheek)

This should improve the quality of the smoothed surface but there still remains to Tweak the vertice,don't be afraid to manipulate the mesh in any ways you like using Magnet/Soft Selections/Falloffs.Just save beforehand.

07-19-2005, 03:08 PM
Thank you all for your help, this is what i have so far.


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