What is (good) topology

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  01 January 2013
What is (good) topology

Hey there,

I am currently working on my bachelor thesis. My topic is how to integrate image based Modeling into the common modeling workflow for a animatable human face. I certainly know what topology is and why it is so important I just dont have a clue how to articulate it propperly. Does anyone here have a useful source where I can find a definition and examples.
Additionally it would be grate if you could tell me how (topology wise) you modle faces and why you prefer your way over others.

thx a lot

Guzzgull
 
  01 January 2013
good source is stop staring...
http://www.amazon.com/Stop-Staring-...n/dp/0471789208

and this site here..
http://www.hippydrome.com/
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ArtStation
 
  01 January 2013
The best definition i've encountered when i started and still valid today:

Quote: When modeling the moving organic form, it is critical that you give yourself the control curves that will let you best manipulate silhouette and contour. After animating your creation you find that a particular pattern works best, I call it an edge loop (see figA)
An edge loop closely mimics how real muscles work, and if built correctly, will give you control over contour and silhouette in any position.
A useful by-product of using edge loops is an extremely efficient (rendering wise) model. It is also the best way to control the subdivision surface when smoothing an object.
Think of edge loops as laying a series of rubber bands over an entire body, adding extra bands where you need more detail (e.g., around the mouth and eyes) and fewer where less detail is needed (e.g., the back of the head).


Source:
http://cube.phlatt.net/home/spiralo...l/modeling.html
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  01 January 2013
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