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๐Ÿงต Best resource to learn topology?

Anonymous No. 848722

Whate are some good resources to learn topology?

I have an anxiety of choosing a "wrong/bad" resource, but I have no knowledge of the topic, so it's hard to make an informed decision.

Anonymous No. 848724

>>848722
http://poopinmymouth.com/tutorials/character-tutorial.html

sticky

Anonymous No. 848725

>>848722
artstation, look for people that are posting up production assets with wireframes.

Anonymous No. 848731

>>848722
Get that whole gotta know 'the absolute best source' approach out of your head and you'll develop faster.
If you are new you are not in a position to benefit from the subtle nuances between a good topo and a great topo.
At this point you just have to understand the basic concepts to gain a solid foundation you can build upon.

Kids these days are so fucking weak with their expecting spoonfeeding of fully digested fluids inserted into their piehole.
You're gonna mess up repeatedly while learning new stuff and that is perfectly fine, because it's part of the learning process.

Anonymous No. 848737

https://www.artstation.com/andrewhodgson/albums/605612

post above me is also correct though, get some basic rules and study some bits then GO MAKE STUFF.

Topology can have multiple correct answers you gotta just get a feel for it.

Anonymous No. 848743

>>848722
there's this saying around 3d art schools to not rely on 3ds max's new retopology modifier (you can on some organic objects), and that you should as much as possible, try to learn how to retopologize yourself (esp. on hard surface models)

Anonymous No. 848746

>>848724
> poopinmymouth.com
What's wrong with name?

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Anonymous No. 848748

>>848722
Character and hardsurface topology are different.
character:
https://topologyguides.com/
http://wiki.polycount.com/wiki/BodyTopology
hardsurface:
https://imgur.com/a/dEWXP

At first glance, it seems shockingly low res and looks like it won't fit stylized character models. Just subdivide it and it will wrap nicely around your model.

Don't use automatic retopology for character models, not because it's easy but because it creates non-symmetrical edgeloops.

The best way to understand efficient topology would be to model from scratch. Without booleans nor sculpting, do everything you can to model something like a hand.

You can test out your topology by rigging what you're making, just to see how well it deforms.

More importantly, notice patterns and apply them everywhere else. If you see the topology of a mouth or eye socket, then you can apply that topology to any orifice or a hole.
>>848731
>>848737
Not disagreeing but reinventing the wheel is a huge waste of time. People have always learned simplified variations before they went with the complex stuff.

Imagine if you were forced to learn calculus before you dealt with Physics, Linear Algebra, Trigonometry, and Geometry. Instead, every student is taught a simplified version of equations.

Anonymous No. 848749

>>848746
Person thought that it was funny. People would say the name of the site and embarass themselves.

Anonymous No. 848750

>>848722
Torrent the 3D Modeling Hard Surface Workshop by Elemetza. Technically it's a C4D course, but that's even better - your brain won't be able to slip into powersaving mode completely and start just mindlessly copying actions. The tools and techniques are universal.

Anonymous No. 848753

>>848749
Everybody just called him Poop or Ben tho.

Anonymous No. 848766

>>848722
posting this here because it's on topic

if i have zbrush, and i have blender, what is my best option for retopo a sculpt? where should i start, and are there any blender addons that make it easier?

Anonymous No. 848776

>>848766
What do you intend to do with the model once it's been retopoed?

Anonymous No. 848779

>>848749
Strange decision. As I understand it, he is some kind of serious specialist, people who want to see his portfolio should visit his website, maybe they want to hire him, and they would must type "poop in my mouth"

Anonymous No. 848780

>>848722
test

Anonymous No. 848783

this is a dumb beginner question but when you have a low poly and high poly for baking, does the high poly have to have clean topology/

Anonymous No. 848784

>>848776
it's an outfit/character skin for a game, hopefully.

Anonymous No. 848787

>>848783
Not clean topology but it has to be smooth and not faceted or else it will show in the bake.

Anonymous No. 848798

>>848787
Thanks for your reply. Smooth as in just shade smooth/smooth normals? And what is faceted, i tried googling it but couldn't figure it out. Like triangulated?

I have messy highpoly model with triangles and boolean stuff so I guess I can't use that as the high res model until I repro8nRAject huh

Anonymous No. 848804

>>848766
Blender retopo is faster, but get the GoB addon so that everything would transfer properly

https://github.com/JoseConseco/GoB

You can retopo your model with retopoflow (available in github) or Bsurfaces (available in blender by default)
https://github.com/CGCookie/retopoflow

In my experience, bsurface is great for props and faces since you can draw the topology on the model with ease.

>>848784
https://github.com/greisane/gret
>>848798
smooth as in "shade smooth" instead of "shade flat", by faceted he means a blocky look

Anonymous No. 848913

>>848804
thank you this looks great

Anonymous No. 848985

>>848722
>good resource
"just dont"

Anonymous No. 848993

>>848779
He's an extremely based individual, his actions incomprehensible to the simple minds of mere mortals like us

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Anonymous No. 848999

>>848993
No news since five years ago, so maybe it hasn't really worked out that well for him.

Anonymous No. 849023

>>848804
thanks a lot bro, preciate chu. answers to small questions like this as a self taught person make all the difference

Anonymous No. 849026

>>848722
>>MILG11
it's for C4D but it's the best modeling course with plenty of example on how to approach topology

Anonymous No. 849075

>>848722
>open up duckduckgo
>type in "subdivision modelling"
>???
>learn shit