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Squeaky Clean Topology in Blender PDF

248 Pages·2022·16.413 MB·English
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Squeaky Clean Topology in Blender Create accurate deformations and optimized geometry for characters and hard surface models Michael Steppig BIRMINGHAM—MUMBAI Squeaky Clean Topology in Blender Copyright © 2022 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. Group Product Manager: Rohit Rajkumar Publishing Product Manager: Kaustubh Manglurkar Senior Editor: Divya Anne Selvaraj Technical Editor: Simran Haresh Udasi Copy Editor: Safis Editing Project Coordinator: Sonam Pandey Proofreader: Safis Editing Indexer: Subalakshmi Govindhan Production Designer: Alishon Mendonca Marketing Coordinator: Nivedita Pandey First published: January 2023 Production reference: 1141222 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. 978-1-80324-408-2 www.packt.com To my grade school English teacher, Joanne Heffernan, whose patience and love compelled me to write more than I ever wanted to. – Michael Steppig Contributors About the author Michael Steppig is a professional Blender user. He specializes in topology and character modeling. He started modeling in 2013 and has watched 3D modeling and Blender develop over the last decade. He has a strong passion for topology and ample experience, having modeled hundreds of 3D assets. These include characters, hard surface models, and nearly every asset he uses. He has taught multiple students all aspects of Blender as a private tutor. I want to thank all of the people who helped me through the writing of this book – my family and friends, who all supported me when the writing was most difficult. I would also like to thank the team members at Packt who worked with me, as they were more than patient as I balanced this book with university. I could not have completed this book without their constant gentle support. About the reviewer Jesse Tomi is a self-taught Nigerian 3D generalist based in Abuja, Nigeria. He co-manages a start-up focused on creating seamless virtual experiences. Jesse is a graduate of educational technology from the University of Ilorin and has been involved with 3D graphics and animation for 5 years. Table of Contents Preface xi Part 1 – Getting Started with Modeling and Topology 1 Navigating and Modeling in Blender 3 Technical requirements 4 Adding more vertices to enhance a Making sense of the Blender UI 4 mesh’s geometry 10 Navigating using the viewport 5 Manipulating a mesh using modifiers 15 What a 3D mesh is and how it can be The Mirror modifier 16 manipulated 7 The Subdivision Surface modifier 19 The Shrinkwrap modifier 21 Summary 23 2 The Fundamentals of Topology 25 Understanding good topology using Rule 2 – loops must not intersect themselves 36 grids 26 Rule 3 – loops must not spiral down a mesh 37 Understanding the three rules of How should grids intersect? 38 topology 33 Identifying grids on a complex shape 43 Rule 1 – an edge loop must terminate into the Summary 48 void or into itself 33 viii Table of Contents 3 Deforming Topology 49 Applying the bending and stretching Applying the intersecting grids deformation rule 49 deformation rule 69 Identifying poor topology on a cylinder 57 Applying the intersecting grids rule to hip Fixing the topology on an elbow joint 58 deformations 71 Applying the twisting deformation rule 65 Topology for cloth simulations 72 Applying the twisting rule to shoulder Summary 75 deformations 67 4 Improving Topology Using UV Maps 77 What is a UV map? 77 Ensuring clean topology for clean UV maps 90 Applying a texture 81 Shading modes 84 Unwrapping the mesh 94 Manipulating the UV map 87 Improving unwraps 103 Summary 106 Part 2 – Using Topology to Create Appropriate Models 5 Topology on a Humanoid Head 109 Introduction to retopology 109 Joining the sections 125 Revising topology checks and rules 111 Retopology of the ear 133 How to use snapping 112 Retopology of the back of the head 136 Retopology of the face 113 Summary 139 Defining loops 114 Joining the edges 116 Table of Contents ix 6 Topology on a Humanoid Body 141 How to retopologize hands 141 Connecting the body parts together 159 How to retopologize shoulders 155 Summary 161 How to retopologize hips 157 7 Topology on a Hard Surface 163 Normals on a hard surface 163 Retopology of the front grip 177 Auto Smooth 167 Retopology of the barrel 179 Mark Sharp 168 Retopology of the main body of the blaster 186 Retopology of the grip of a blaster 170 Summary 189 Retopology of the front shielding 175 8 Optimizing Geometry for a Reduced Triangle Count 191 Why we optimize topology 191 Optimizing deforming meshes 212 Optimizing hard-surface meshes 192 Summary 222 Index 223 Other Books You May Enjoy 228

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