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an introduction to topology
Chapter 01 - An
introduction to
Topology
Software used: 3ds Max
Introduction
Over four chapters well be talking about
topology. This is a subject that causes problems
to many people and in most cases the problem
is purely in simple details that can be easily
avoided if we plan our modeling and try to get
clean topology.
There are a large number of issues that are
recurrent concerning topology, especially when
the models are made for animation. This will be
our focus: making good topology for animation.
Once you can do this you should be able to
cope with anything, even high poly models for
still images (Fig.01 02). We will also look at
how to achieve functional topology. We will talk
about the theory of edge loops .The tools we
use to do this will not be focused on, as what is
important is the principles. Once you understand
these they can be applied in any package.
To begin it is important to say that when it
comes to modeling there is no single correct
way to work. Every modeler should understand
the way that works best for him or her and
choose their own pipeline and method. In this
series Ill be working with a pipeline that works
for me in most cases, especially for characters.
Nevertheless there is a short list of things that
are important to keep in mind. So lets get
started.
Ill be demonstrating these points using a
character from a personal project (Fig.03).
His name is Miranda. We wont focus on the
modeling process so we will move straight onto
topology.
Most tutorials start by teaching the boxmodeling technique and its really important to
know how to use and understand these tools,
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Chapter 01
etc (Fig.04).
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9). You can see the legs before and after the
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Chapter 01
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Chapter 01
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Chapter 01
Diego Maia
For more from this artist visit:
http://maia3d.blogspot.com/
Or contact him at:
maia3d@gmail.com
www.3dtotal.com
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Chapter 01
02
limbs and accessories
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Chapter 02
(Fig.12).
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Chapter 02
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Chapter 02
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Chapter 02
Diego Maia
http://maia3d.blogspot.com/
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Chapter 02
03
cleaning up and adjustments
Chapter 03 Cleaning
Up and Adjustments
Software used: 3ds Max
In the last two chapters we discussed the theory
of topology as well as how to retopologize the
head, body and accessories. Now it is time to
make some final adjustments to make it perfect
for the rigging process. Lets start by making the
final adjustments on the head (Fig.01).
We need to build some geometry inside the
mouth to simulate an open throat inside the
characters mouth. I usually pull the inside
edges of the lips and form a channel that
goes down the neck, but this can be done in a
number of different ways. Sometimes I like to
make it rounded inside the mouth. Its up to you,
the rigger or director. Im also used to extruding
the inner edges to the inside of the eyes. In
some cases we need the model without holes,
so it pays to close the back of the eyes, just like
the mouth.
Whenever possible I like making nails separate
objects to make the shading easier. This can be
done easily if we draw appropriate topology in
the retopology process (Fig.02).
Now its time to remove all the triangles and
n-gons from our model. I like to use XSI for that
because it points out where these are (Fig.03).
The same goes for the shoes and feet (Fig.04).
Note that some loops make a curve and meet
others. This is a great solution, otherwise you
would have a very large number of edges going
up the arm (Fig.05).
Now its time to re-project the ZBrush details
onto your new mesh. This is very easy and fast.
Just import our new geometry in exactly the
same position as the old geometry, split it with
the same number of subdivisions and click the
ProjectAll in the Subtool palette (Fig.06).
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Chapter 03
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Chapter 03
Diego Maia
For more from this artist visit:
http://maia3d.blogspot.com/
Or contact him at:
maia3d@gmail.com
www.3dtotal.com
page 19
Chapter 03
04
hard surfaces
Chapter 04 Hard
Surfaces
Software used: 3ds Max
This is the final chapter from our tutorial series
about topology and were going to be talking
about hard surfaces. As I explain the process
Im going to model a high-tech rifle based on a
personal design (Fig.01).
In Fig.02 03 you can see a sketch and a 3D
render of the rifle I designed.
For simple forms and objects such as this, box
modeling is very effective in most cases. Usually
it is not necessary to use ZBrush, but if the
model has an organic design with detailed lines
or flat shapes ZBrush can be very helpful. In
this case I will work with box modeling, but will
describe the retopology process.
The strategy here is to draw the topology on a
flat model and when you have done this, correct
the loops so we can we extrude the volumes
and detail, in order to keep the shape even with
no subdivisions.
At this point we can work with one plane and
try not to take the vertexes of the axes to avoid
wrinkles (try to move in X, Y, Z as much as
possible). Were also using symmetry, since the
weapon has symmetrical sides (Fig.04 05).
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Chapter 04
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Chapter 04
Diego Maia
For more from this artist visit:
http://maia3d.blogspot.com/
Or contact him at:
maia3d@gmail.com
www.3dtotal.com
page 23
Chapter 04
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The aim of this 198 page eBook is to provide both an efficient and methodical approach to creating characters
that can encompass both organic and mechanical components and equip artists with the knowledge to learn
techniques used by industry professionals. The series provides an in depth account of creating a character from
the concept and base mesh stages through to the final detailing and high poly sculpt. It will as its subject adopt
the theme of an alien humanoid in battle dress, partly clad in armor and carrying weapons.
Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 198
3DTOTAL.COM
This five part series will focus on the topic of setting up a variety of lighting rigs that reflect natural lighting at
different times of the day and manmade interior lighting. Each of the chapters will use the same base scene as
a starting point, and will show a step by step guide to finding a lighting and rendering solution that best reflects
the desired lighting situation. The tutorials will explain the type of lights used and how to set up the parameters
along with talking about the different methods of tackling the subject. The manipulation of textures may also be
covered in order to turn a daylight scene into night scene for example.
Original Author: 3DTotal.com Ltd | Original Scene by: Viktor Fretyn | Format: DOWNLOAD ONLY PDF
3DTOTAL.COM
Using 3ds Max and Photoshop this eBook teaches you how to create a fantasy scene inspired by real world
architecture, and how to correctly and effectively use reference photos of your chosen source of inspiration to
get stunning effects quickly and easily.
This eBook provides and instructs a great system to creating 3DStills in the quickest way whilst still getting great
results!
Original Author: 3DTotal.com Ltd | Platform: Suitable for all 3D software | Format: DOWNLOAD ONLY PDF
3DTOTAL.COM
The aim of this eBook is to show and explain how you might tackle rigging your 3D character for animation. The
six chapters within this eBook will give help and advice to novices and experts who are looking to build on their
rigging skills or approach rigging for the first time. The series gives a detailed step by step guide as to how to
approach rigging but also shows us how to tackle common problems and issues that regularly occur even in a
professional environment. The artists will be reflecting on working in the industry as well as talking us through
their individual approaches to creating the best rigs possible.
Original Author: 3DTotal.com Ltd | Platform: 3dsmax and Maya | Format: DOWNLOAD ONLY PDF
3DTOTAL.COM
This e-book provides a detailed account of building, texturing and lighting the interior of a Gothic Church based
upon a concept painting. The ebook is available in five different platforms. Chapter two however is dedicated to
creating a gargoyle in Zbrush the focal point in our scene. Here the author will start by creating a rough body
form using ZSpheres and move through the numerous sculpting phases and modeling the details for each part
of the character, highlighting the various brushes and tools used throughout.
Original Author: 3DTotal.com Ltd | Platforms: 3ds max, Cinema 4d, LightWave, Maya and Modo.
Format: DOWNLOAD ONLY PDF | Pages: 47+