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Squeaky Clean Topology in Blender

You're reading from   Squeaky Clean Topology in Blender Create accurate deformations and optimized geometry for characters and hard surface models

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Product type Paperback
Published in Dec 2022
Publisher Packt
ISBN-13 9781803244082
Length 248 pages
Edition 1st Edition
Tools
Concepts
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Author (1):
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Michael Steppig Michael Steppig
Author Profile Icon Michael Steppig
Michael Steppig
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Toc

Table of Contents (13) Chapters Close

Preface 1. Part 1 – Getting Started with Modeling and Topology
2. Chapter 1: Navigating and Modeling in Blender FREE CHAPTER 3. Chapter 2: The Fundamentals of Topology 4. Chapter 3: Deforming Topology 5. Chapter 4: Improving Topology Using UV Maps 6. Part 2 – Using Topology to Create Appropriate Models
7. Chapter 5: Topology on a Humanoid Head 8. Chapter 6: Topology on a Humanoid Body 9. Chapter 7: Topology on a Hard Surface 10. Chapter 8: Optimizing Geometry for a Reduced Triangle Count 11. Index 12. Other Books You May Enjoy

How to retopologize shoulders

Before getting up to the shoulder, we have to extrude our wrist up to the elbow, then to the shoulder, just like our fingers. You can see the arms extruded and with loop cuts in Figure 6.28.

Figure 6.28 – Arms with loop cuts

Figure 6.28 – Arms with loop cuts

Now we can start on our shoulder. Just like our face and hand, we are going to start by laying out some guiding lines. Figure 6.29 shows the lines laid out for the shoulder.

Figure 6.29 – Shoulder with guiding lines

Figure 6.29 – Shoulder with guiding lines

And like the areas of detail before, we just need to fill these in, as in Figure 6.30.

Figure 6.30 – Shoulder filled in with faces

Figure 6.30 – Shoulder filled in with faces

With the shoulders roughed out, we can bring the neck down to the shoulders. For this model, I simply adjusted the loops on the collarbone to match the loops on the neck and did a straight connection, as shown in Figure 6.31.

Figure 6.31 – Head, shoulders, and arms connected with edges

Figure 6.31 – Head, shoulders...

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