Topology tutorials for simple to more advanced models

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
  08 August 2012
Topology tutorials for simple to more advanced models

Hey guys, i would really like to see a proper tutorial how to make retopo of the very high poly model, i think has over 50 million polygons, i want to make a model that has proper edge loops, and to be ready for rigging.

My only problem is, i am not sure where to put edge loops, like in critical areas, like legs, arm, mouth, some other part of the body, that will move like strange creature.

Any help.
 
  08 August 2012
Topology should be dictated by the muscle structure, there are a few common structures such as the "cape" around the shoulders but anyone could come up with their own topology (with varying degrees of success)

Some examples
http://erraticimagery.com/extras/tuts.html

http://www.hippydrome.com/
__________________
 
  08 August 2012
So how to know how muscles will move, bend? For that i need to know really good anatomy? How is the best way to learn anatomy and topology?
 
  08 August 2012
What's the aim here? a real time character or pre-rendered movie / still image? A full blown cinematic character would have topology like this:

http://features.cgsociety.org/newga...03046_large.jpg

The priority would be to keep the details in the cage mesh and once subdivided it would replicate the high poly sculpt without having millions of polygons. For a game mesh, the surface details would not be modeled in, obviously.

Here's a more simple topology, but this character doesn't have extreme anatomy like the Hulk:
http://www.fxguide.com/wp-content/u...hd_vd8-1138.jpg

Best way to learn anatomy is to attend a figurative art class...
__________________

Last edited by Psyk0 : 08 August 2012 at 11:31 PM.
 
  08 August 2012
Originally Posted by Psyk0: What's the aim here? a real time character or pre-rendered movie / still image? A full blown cinematic character would have topology like this:

http://features.cgsociety.org/newga...03046_large.jpg

The priority would be to keep the details in the cage mesh and once subdivided it would replicate the high poly sculpt without having millions of polygons. For a game mesh, the surface details would not be modeled in, obviously.

Here's a more simple topology, but this character doesn't have extreme anatomy like the Hulk:
http://www.fxguide.com/wp-content/u...hd_vd8-1138.jpg

Best way to learn anatomy is to attend a figurative art class...


Well, my aim is to make realistic character with good topology that can be used for animation. Yea, i can say like the Hulk.

What do you mean to make details in the cage mesh? Sorry i am a bit confused.
So i have now really high poly models, i want to make them with good topology, that can be used for film.

They are all made in Zbrush.
 
  08 August 2012
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 06:07 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.