Retop - Cheat Sheet Hacks
Retop - Cheat Sheet Hacks
V01
Follow The Road
● Imagine you were making a
road.
● You wouldn’t make each
road segment out of unique
shapes.
● You would make them…
○ Even as possible
○ Square as possible
○ Directed with car flow
● The same principles are true
with topology.
Common
Terminology
Edge Direction
● Here we have two cylinders with
different topology.
● One has aligned edges in the bend
direction.
● If you bend a Quad diagonally (like a
diamond) it will produce ugly artefacts.
● Part of good topology flow is finding
these movement directions.
Quad
● A polygon with 4 vertices and 4 edges
● Preferred in 3D modelling for predictable
deformation and ease in subdivision
modelling
● Quads are commonly used in Game
Resolution Meshes due to their ease of use
● The games engine turns quads into
Triangles so it’s only to help our pinoy
human mind handle topology
Triangle
● A Polygon with 3 vertices and 3 Edges
● The most basic polygonal shape.
● Can sometimes cause issues in
deformation or subdivision
● However! Don’t be scared of them. We
often place them in areas that are
static.
For example, behind an ear
Ngon
● A Polygon with 5 or more vertices and
edges.
● Can create unpredictable results in
shading, rendering or subdivisions.
● These should be avoided at all costs in game
resolution meshes
● Sometimes subdivisions modellers can use
them to render.
Pole
● A vertex where more than 3, 5 edges
converge.
● Can influence topology flow and may cause
shading and deformation issues.
● Usually an inevitable byproduct of edge
flow requirements.
Fundamentals
Every Little Helps
● An example of two
cylinders.
● One has a minor
optimisation.
○ Optimised = 32 tris
○ Unoptimised = 36 tri
● Imagine this was a bolt or
button. The mistake is
amplified.
○ Optimised = 704 tris
○ Unoptimised = 792 Tris
Visual Density
● Topology density is one of the largest contributors to wasted
triangles..
● Fewer polygons are required at greater distances.
● A happy medium has to be met based on how close the viewers
gets to the asset.
● Here is a table to demonstrate.
● Left to Right = Tri Count INcrease.
● Up to Down = Distance.
Wastage Line
Perfection Line
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