View Full Version : topography advice

08 August 2005, 03:20 PM
hey there, this is my first attempt at a head,and i been messing with the edgeloops,and i think i might have it close to where i want it,any suggestions or critique would be appriciated,i also marked a few spots where i think i went wrong,im sure theres more ,also on the head a little messed up

08 August 2005, 01:05 PM
Topography is mostly used for geographic and physical characterization of a piece of land of a planet.

(which can be mapped to a mathematical surface in order to aquire a specific topology ).

Slope,and elevation,relief are inputs for a topograhical analysis of a land..

Now ,topology, which is mostly the term used in the art of 3d modeling is a branch of Mathematics which roughly ,and without going into details, studies the way an "object"
(a topological space) can have other "objects" "placed" on it.
this "Way" is invariant to transformations .

for more specific details

or i would highly suggest this book
Introduction to Topology (


08 August 2005, 02:03 PM
Agreed that topography is not correct and the topology I used to study (Master of Elementary Mathematics) is a bit far from the application that we have in 3D but I acknowledge the basic definition fits in with the very elementary features I used to study (fundamental topology is a very abstract field).

Concerning your face, It is not too bad for a first attempt though the polygon flow is a bit poor for further animation. One other thing to mention is the fact that you'll need an edge loop cutting the eye from the top to the bottom (bandsaw is the tool for that).

The edge loops in a face are not only for modelling they are mostly for further animation of the face. Have a look at this thread ( see good topologies. I quickly post two of my topologies which are not the best on earth but set a rather good basis for any face model. You must at least have the ones flowing

from the middle of the nose to under the mouth
from the forehead to the chin,
around the mouth,
around the eyes.

From your model again. I like symetric polygon flows and there is a quad in the middle of the forehead which breaks the polygon symetry. See the following pic on how to improve the flow there.

For this LW as a lot of tools which work fine. Spinquad is one of them. Personnally, I draw the edge loops using the edge tools (add edge, remove edge) and using the basic LW tools (split polygon mege polygons).

Hope this helps

08 August 2005, 05:44 PM
Ah! the joys of theoretical Mathematics :)
i find abstract algebra really relaxing compared to picky clients
or annoying commercial agencies.

In order to have i visual help for the flow of the geometry
and if u work with subpatches i find it helpfull to freeze the subpatch (ctrl+D)
to see how the flow has been multiplied and "spread" along the surface.


08 August 2005, 06:16 PM
first of all thanks guys for clearing up the topology,topography,terminology,(i feel like a dumb arse)i been working with this stuff for about 1hr, it helps alot,telemon,to see good,TOPOLOGY,like that, and correct me if im wrong,but it must be good practice to get your edgeloops good before you start dragging points,because i wondered what i would do to get the mesh to stop being a pain in the rear... i am going to post the results in a while but one thing...i cant find the add edge and remove edge tools(LW 7.0)if that makes a differece .......

08 August 2005, 06:46 PM
LW 7 does not have these tools. They used to be plugins (DI Tools) but once his tools have been integrated into LW 8, the author, David Ikeda removed them from his own webside

An option for you is to merge polygons and use the split polygon tool to generate the edges that you need.

08 August 2005, 06:46 AM
here are some results,ill make it beeter,i got most of the loops,to where bandsaw will selct them,but the mesh is still horribly,i see the ease of modeling with edgeloops,even with bad ones,really appreciate the help

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