Topology Guides
Topology Guides
Topology Guides
Today we’re going to take a look at a very common modeling task modeling hands. Hands are one of the
most complex shapes on the human body to model. An arm is one thing, but another five appendages?
Topology and mesh density can quickly get out of hand (pun intended). Furthermore, animated ready
hands must be ready to deform in almost any shape while still looking good.
So without further ranting, here’s a couple tips for modeling your next hand. Once you reach the bottom,
you can also download the final hand with loop flow notes using the Sketchfab link.
Reference…Reference….Reference!
Organic forms, especially those we’re most familiar with, require acute attention to reference. It’s easy
to take as granted that we know what a human hand looks like, but once you begin modeling, it’s easy to
assume forms and end up in the uncanny valley. Even when working with base meshes, reference is a
necessity. Base meshes are all about recognizing the major forms of a model, that means paying
attention to muscle and bone structure is just as important at this step as it is for sculpting or texturing.
For example, while working on this post, I initially modeled the back of the hand with inset loops near
the knuckles, but after looking at my own hand, I realized that it would be more accurate to have the
loops extend downwards across the hand because the whole area deforms in certain positions.
Below you can see the final result and the main edge flow highlighted. You can also download the
model from Sketchfab here.
Hand Topology Study
by Johnson Martin
Loading 3D model
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For some models, creating bevels is a simple as adding a bevel modifer. But for other models, more
complex methods are needed. One of these methods is creating transitions between two bevel widths. Be
it a car dashboard or a piece of furniture, bevel transitions are everywhere. This short guide will show
you the most optimal ways to create transitions between bevel widths.
This method is a bit more complex and involves using the bevel tool (CTRL-B) to separately bevel each
bevel width then combining the two bevels by cleaning up the merge point in step three. This method
also using holding edges instead of edge creasing to have more control over the bevel profile.
Using this type of transition is perfect for important bevel transitions and high-poly modeling where
model density is less restricted.
Method #3 - Sharp Bevels
This last method is for sharp chamfered bevels. Using creases and single segment bevels, it’s easy to
create very clean transition points. The important step here is to merge the extra vertices in step four to
restore the edge flow.
That concludes this brief intro to variable bevels! If this guide was useful to you, then please consider
sharing it or contributing to the project’s Patreon page.
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Let’s talk about Edge poles, those famously aggravating little points on a mesh that cause so many
headaches for 3d artists around the world. Why are they so terrible? What can we do about them? And
when are they actually good to use?
Edge poles are generally considered to vertices with more or less than 4 connecting vertices. On a
polygon mesh, this means vertices with either 3 connecting edges or 5 or more connecting edges. Poles
most commonly form when triangles or n-gons appearing in models, hence why such polygon types are
generally avoided in 3d modeling. Triangulated meshes (such as game models, or photogrammetry
models) are most notably known for consisting almost entirely of edge poles with very few 4-edge
vertices, the same applies to meshes with large numbers of n-gons.
E-poles
E-poles are the most common pole type and consist of five edges intersecting at a single vertex. E-poles
are most notorious for appearing when extruding faces on a mesh and for forming unwanted flat
“corners” within the topology when edge loops meet or turn. E-poles are also what form concave
corners in hard surface models.
N-poles
N-poles are vertices that consist of three intersecting edges. This type of pole is far less common, but
often appearing around poles or inset parts of a mesh. In organic modeling, this pole is often known as
the “nose” pole, since N-poles are often necessary for modeling the base of the nose. N-poles are also
what form the corner of a cube or most other convex corners.
But, in the case that you do end up with a pole that needs to be moved, there are a number of options for
moving poles depending on your needs. Every situation requires a slightly different approach, however,
there are some general techniques for 3 and 5-edge poles that can be a good basis for moving a pole.
Something to remember, whenever a pole is moved, one edge loop must be removed in the direction the
pole is being moved, while another is subtracted from wherever the pole came from. The reason for this
is that the edge loops must be redirected around the new location of the pole. Otherwise, an n-gon will
appear.
That’s all! I hope this short primer on edge poles has given you a better understanding of how to use
them effectively. If this guide was useful to you, then please consider sharing it or contributing to the
project’s Patreon page.
With that in mind, I thought I’d talk about modeling specifically for these types of surfaces and the best
ways to make it as painless as possible. Regularly used subdivision modeling methods rarely have the
level of precision needed to make these kinds of surfaces, so I’ll be covering how “hack” sub-d
modeling to best apply A-class surfacing ideals to the practical methods of subdivision modeling.ideals
to the practical methods of subdivision modeling.
Because of the way subdivision surfaces smooth and subdivide, even adding an extra edge loop that
“seems” to follow the surface of your model can cause minute distortions to reflections if placed
incorrectly. This is why it’s best to keep the mesh as minimal as possible, for as long as possible.
Keeping the mesh simple so you can understand what your topology is doing.
A big request has been for a post covering moving poles, so I’ll hopefully be working on a full guide
covering this soon.
Make Curvature Contradictions After Finalization
Curvature contradictions, meaning things like door handles on a car, or buttons on a control panel can
cause major problems with topology and reflections. The main problem is that these contradictions can
almost never be isolated without either large amounts of holding edges or creasing with very high mesh
density.
To solve this problem, it’s best to add contradictions after one or two levels of subsurface smoothing
have been applied. This way, the curvature is finalized before it can be altered negatively by any
additional edits.
Non-Destructive Sub-Surface
One benefit of non-destructive subdivision surfaces is that you can preview how the surfacing will look
without finalizing it. This is an invaluable benefit of sub-d modeling that other modeling methods often
lack.
Previewing how subdivisions will affect your topology is vital to making sure there are no distortions in
your mesh. Because like I’ve said before, you never really know how it will be transformed by sub-d
smoothing.
Depending on your software of choice, you might have a Matcap viewer available or some other way to
change the viewport material. If all else fails, a fallback is to render a preview of your mesh with a
checkered map set as your environment texture.
That’s all! I hope this gave you some helpful tips for reducing mesh artifacts. But before I conclude, I
want to thank CGcookie for graciously sponsoring this post. CGcookie has some fantastic modeling
coursework that’s defiantly worth checking for both beginners and advanced artists.
So if you’re interested, check them out by clicking the banner below. :)
Optimal Edge Loop Reduction Flows
01/08/2017 ▪ #blender #guide #3dmodeling #tutorial #mesh ow #step down #edge loops
Subdivided Result
So, after experimenting with different forms, the results above seem to offer the least mesh distortion
despite containing Tris and N-gons.
I apologize to any quad purists out there for the lack of quads. ;)
As you can see, the 4-2 and 5-3 flows follow the form of the 3-1 flow. With the only differing factor
being the number of center loops. This shows just how adaptable this method of reduction can be.
Hope this helps! if so, be sure to hit one of those share buttons below!
Also, if you’re interested in supporting the content here on Topology Guides, please consider making a
small donation to my Patreon page to help with the creation of new content!
This workaround is the process of using “decal” meshes that hover over the surface of a primary mesh,
yet seem to be fully integrated once shaded. The method I’m about to show you works mainly for
protruding convex parts of an object. Such as a door handle or a button on a workstation.
For this process, all you need is the “decal” object you want to integrate, and the primary “surface”
mesh.
Note: For smaller or concave decals, I highly recommend checking out DECALmachine. It’s a fantastic
add-on that’s been spreading like wildfire in the Blender community the past few months.
Start Simple
In addition to the decal and surface we’re using, we’ll also need a 2d lattice roughly in the shape of the
bottom of the decal. Along with that, be sure that the decal has a bottom rim with some type of bevel to
make sure there’s a smooth transmission between the decal and surface in the later stages.
Once you have all these elements, lay them out in a similar fashion to the screenshot above before you
move on to adding vertex groups.
Vertex Groups
We’ll need two vertex groups to get the decal working properly. One for the very outer rim of the decal,
and another for the larger area around the base of the decal.
We’ll use these groups later for deforming the decal to the surface using a variety of methods for mesh
deformation.
Using Lattices
After laying out the lattice and decal over the surface, you can start to use the lattice to shape the decal.
Start by applying the lattice to the decal using the lattice modifier. Now the lattice has total control over
the decal, which isn’t quite what we want, so we’ll need to use the larger vertex group we created earlier
to make sure the lattice deforms only the bottom areas of the decal.
After the decal is joined to the lattice, apply a shrinkwrap modifier to the lattice with the surface as the
target. This should give a rough version of the final outcome. But don’t quit yet, there’s still a lot of
perfecting to do.
Correcting Normals
At this point, you should have an almost perfect mesh uniform to the target surface, apart from some
shading artifacts. If not, come back to this step later and have a look at the troubleshooting tips below.
If it all looks good, all that’s left is to apply some normal editing hacks to smooth out the shading.
Again, this is also a very picky detail so you might be able to get away with skipping it if you’re not
doing close-up renderings.
Start by adding a Data Transfer modifier with the surface as the target. Then you can set the settings as
shown in the screenshot and click Generate Data Layers near the bottom of the modifier.
To briefly explain what’s going on here, the data transfer modifier can copy the normal information from
the surface model and apply it to the decal. Which makes the Render Engine (or viewport) view the two
models as a seamless surface. Of course, this only works if the two meshes are approximately in the
same location, hence the need for the previous steps in this guide.
Troubleshooting
If everything went smoothly, great! If not, don’t worry, here are some tips that might help.
Origin Points
Having the origin points of the lattice and decal in the same spot is best when possible.
Otherwise, sometimes the decal will not deform with the lattice correctly.
Applying Transforms
That’s it! I hope this guide was useful. If it was, please consider making a small per-post donation to my
Patreon page to support my work here on Topology Guides. I’d really appreciate it. :)
Happy Modeling!
1.
Start off with adding two edge loops to define the area that you want to chamfer.
2.
Next, bevel the edge created by adding the two edge loops to create the basic chamfered shape.
3.
Connect the two points of the triangles near the corners of the shape to make an edge loop down the
center of the chamfered area. Also, connect the other two points of the triangles down to remove the n-
gons from the model.
4.
Bevel the outer corners of the chamfered area a small amount to make sure the edges are held if
subdivisions are applied.
5.
Add more holding edges to the outside to keep the shape contained, then add sub-surf if desired.
That’s it!
1.
Begin by creating a circle with a low edge count, in order to give a chamfered look. Then add a loop
between each edge for the next step.
2.
Next, pull the middle top vertices up in order to begin creating a rounded top.
3.
Now bevel the center loop to complete the rounded look. Feel free to use as many segments as needed.
Next, add a new circle above the mesh with the same edges count as the loops of the main mesh.
4.
The two loops can now be bridged by using the “bridge edge loops” tool in the edges menu (CTRL+E)
5.
Next, select the corners of the chamfered section and bevel them. Be sure not to bevel the top edges, so
that the circular top maintains its shape.
6.
The last step is to add holding edges to all the sharp corners and add sub-surf as desired.
This shape is pretty simple. but a useful one if your modeling mechanical or sci-fi things with grips or
ridges. So let’s get to it!
1.
Start by modeling the curved edge you need to incorporate the ridges into. I recommend modeling
separate to your main model so that you can tile it later and then add it back in.
2.
Add two loops to define the inset and outset parts. If you want the inset and outset ridges to be the same
width, then make sure the middle section is the same width as the two outer sections combined.
3.
Cut out the area you’d like to be inset.
4.
Add a quad to the first four vertices along what will be the wall of the inset. Make sure to model this
quad to be properly aligned how you
like it, as the rest of the inset will be based upon this quad.
5.
Fill in the rest of the inset using the fill tool (F key), or using the F2 add-on for Blender to make it even
quicker.
6.
Add holding edges or mean creases to hold the shape, then apply sub-surf. At this point, you can easily
tile the ridges using an array and reintegrate it into your mesh.
See the final result on Sketchfab:
I’m back! At least for now. Today i’m answering a question about cutting circular holes in curved
surfaces. I learned this technique from the great Chris Kuhn a few years ago and have used it ever since.
1.
Start with even quads and an even mesh density.
2.
Add a Circle with an amount of sides relative to the density of the surface.
3.
Add a Shrinkwrap modifier to the circle, and set to project onto the surface area. (Be sure to set the
direction and axis of projection.)
4.
Cut necessary areas in surface and merge vertexes along the edge of the hole with the circle. (Be sure to
merge to the circle to maintain the circular shape.)
5.
Finish by checking geometry for errors or improper curvature.
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