Join Ryan Kittleson for an in-depth discussion in this video Understanding retopology, part of Blender: Character Modeling.
The way that polygons are distributed, over a model's surface is called topology. Any one model, could have lots of different topologies. Some arrangements of polygons, are useful for some situations, but not others. So far, we've used two types of topology that are good for sculpting. First, we used a box-modeled base, which allowed us to sculpt on a very even grid pattern. Then we use dynamic typology, to create extra detail right where we wanted to sculpt it. The problem is that neither of these topologies work well for animation.
In this chapter I will show you how to create a new pattern of polygons that works well for animation. So what we're looking at right now is the multi resolution sculpt that we made from a box model base. Now I want to zoom in a little bit on the head just to look at this more clearly. And actually, let's go down in the multi-resolution modifier, and decrease the previous subdivision level to 5 just make it easier to see this. So you can see that the direction, these polygons are going really doesn't have anything to do with the anatomy, or the way this would deform.
All of these edges are going against the grain of the model's structure. And if you look in a mesh that was sculpted with dyntopo, well, it's just a big mess. It's way too dense, and unstructured to animate. Blender's Retopology tools are going to allow us to build a new mesh on top of the sculpt that follows these anatomical structures and is simple enough to animate. A proper topology for animation is called a edge flow which means that the polygon edges flow in the same direction as the character's deformation. So for example you would want to have edges that kind of flowed along the eyelids and along with the different creases.
Was something kind of similar to this, and so on. Now, while it is possible to model good edge flow right from the start and bypass sculpting. I like this workflow because it gives you the greatest flexibility to experiment with sculpting before committing to edge flow. In the old days before retopology, characters took a lot longer to make, because any change to the design meant that you had to rework a lot of the polygons by hand. So for me, the best way to work is to get all the artistic sculpting done. Well, all but the fine details. And then worry about topology.
This way of working is faster, and less stressful than the old way.
Author
Released
8/28/2013- Creating a mesh object
- Mirroring a model
- Extruding and cutting polygons
- Using multiresolution sculpting to sculpt the body and head
- Drawing new topology
- Connecting different body parts
- Retopologizing the model
- Sculpting anatomical details
- Making clothing
- Brushing with texture maps
Skill Level Intermediate
Duration
Views
Related Courses
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Modeling a Character in Maya
with Ryan Kittleson3h 3m Intermediate -
Modeling a Character in 3ds Max
with Ryan Kittleson4h 31m Intermediate -
Blender Essential Training
with George Maestri9h 9m Beginner -
Blender: Rendering with Cycles
with George Maestri1h 28m Intermediate
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Introduction
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Welcome1m 4s
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1. Setting Up Blender for Character Modeling
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Downloading Blender1m 13s
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Setting up preferences1m 11s
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Navigating the 3D viewport1m 49s
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2. Modeling Characters with Polygons
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Adding a mesh to start with2m 22s
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Mirroring a model2m 42s
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Extruding polygons3m 43s
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Cutting polygons4m 43s
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3. Multiresolution Sculpting
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Using Sculpt mode2m 12s
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Using the Grab brush2m 57s
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Sculpting the body3m 13s
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Sculpting the head4m 25s
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4. Dyntopo Sculpting
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Understanding Dyntopo2m 58s
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Adding details2m 28s
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Removing details1m 57s
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5. Retopologizing a Sculpt for Animation
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Understanding retopology2m 14s
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Setting up for retopology2m 28s
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Retopologizing the nostril3m 30s
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Connecting flow zones2m 16s
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Retopologizing the horn3m 50s
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Working on the ears4m 5s
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6. Additional Organic Modeling
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Adding holding edges4m 51s
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Modeling the facial cavities5m 43s
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Mirroring the head2m 46s
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Making the hair5m 15s
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Sculpting the hair5m 13s
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Working on the hand4m 46s
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Making the jacket3m 16s
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Making the jacket lapels4m 12s
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Adjusting the clothes4m 40s
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Sculpting the jacket3m 17s
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Solution: Sculpt pants4m 35s
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7. Modeling Additional Objects
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Starting the boots3m 51s
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Finishing the boots3m 43s
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Modeling the belt4m 32s
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Making the belt buckle5m 37s
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Making the belt loops3m 8s
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Making the eyes5m 37s
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Making teeth3m 56s
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Working on the inner mouth4m 11s
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Solution: Model the tongue2m 54s
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8. Sculpting Fine Details
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Sculpting fine details2m 25s
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Brushing with texture maps3m 50s
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Sculpting with stencils3m 53s
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Conclusion
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Video: Understanding retopology