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Squeaky Clean Topology in Blender
Squeaky Clean Topology in Blender

Squeaky Clean Topology in Blender: Create accurate deformations and optimized geometry for characters and hard surface models

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Squeaky Clean Topology in Blender

Navigating and Modeling in Blender

Blender is a powerful 3D modeling software. It has a massive community and is frequently updated with new features that greatly improve the software. Since its support of photo-based materials and its UI update in version 2.8, Blender has become a legitimate professional option for 3D artists. It can perform most of the operations in the 3D modeling pipeline, such as sculpting, modelling, UV unwrapping, rigging, and much more. Blender is a massive generalist software that goes beyond just modeling and rigging. It also provides multiple physics engines, a compositor for video editing, and even 2D animation tools. However, the most impressive aspect Blender has going for it is not its impressive capabilities but, rather, the fact that it gives us these amazing capabilities and still remains completely free.

In this chapter, we will take a look at Blender’s user interface (UI). We will learn how to navigate the different tabs that we will be using and the 3D viewport. Then, we will learn basic modeling techniques and hotkeys. Finally, we will take a look at specific tools used to check topology.

In this chapter, we will be learning the following subjects:

  • Making sense of the Blender UI
  • Navigating using the viewport
  • What a 3D mesh is and how it can be manipulated
  • Adding more vertices to enhance a mesh’s geometry
  • Manipulating a mesh using modifiers

Technical requirements

In this book, we will be using a vanilla Blender release, version 3.2, with included add-ons. All examples shown will be compatible with version 3.3 LTS, which is the latest version of Blender released at the time of writing. The latest version of Blender can be downloaded for free from https://www.blender.org/download/.

An external mouse will also be required, and a keyboard with a number pad is strongly recommended.

Making sense of the Blender UI

If this is your first time booting up Blender, it can be overwhelming – so many tabs and gizmos feeding you information. Of course, because you can do so many things in Blender, that also means there are a lot of options. So, before diving straight into topology, let’s take a moment to look through the UI.

Figure 1.1 – The Blender UI

Figure 1.1 – The Blender UI

The Blender UI houses all of the different sections we will be using. The UI is broken up into five sections, the Header, Workspaces, Areas, the Toolbar, and the Sidebar. You can see these sections highlighted in Figure 1.1. Let us get a sense of what each of these areas contains:

  • The Header, highlighted in red, contains object interaction mode, which determines how you want to affect an object, and the options for that mode. In the preceding figure, it is set to Object Mode.
  • The Workspaces, highlighted in green, are preset tabs set up for a specific operation. In the preceding screenshot, we are in the Layout workspace.
  • The Areas are where each of the individual editor types, highlighted in orange, are contained. Editor types are used to manage the many workflows of Blender.
  • The Toolbar, highlighted in yellow, displays the tools for the object interaction mode that you have selected. Its visibility can be toggled by pressing T.
  • The Sidebar, highlighted in blue, shows specific details about the object you have selected, such as its dimensions. It can be toggled by pressing N.
Figure 1.2 – The main region workspace

Figure 1.2 – The main region workspace

The workspace we will be working in the most will be the Modeling tab. The main region, highlighted in red in Figure 1.2, is the area that takes up the most screen space. The Modelling tab’s main region is the 3D Viewport by default. The viewport is the editor type that shows the 3D object. This is the area that allows you to move around in 3D space. These are highlighted in Figure 1.2.

Now that we know where the major parts of the Blender UI are, we can take a look at how to navigate in the 3D Viewport. This is the main area we will be using when looking at our models.

Navigating using the viewport

While modeling, we spend most of our time in the viewport, so getting comfortable with its navigation is important. You navigate the viewport using three main avenues of movement, orbiting, zooming, and panning. To orbit, simply press the middle mouse button (MMB), and you will rotate around a hidden pivot point. To zoom, use the scroll wheel to scroll forward to zoom in and scroll backward to zoom out. To pan, press Shift + the MMB and move the mouse in the direction you want to pan.

Figure 1.3 – Navigation gizmos

Figure 1.3 – Navigation gizmos

The top right of the viewport has a few helpful gizmos, as shown in Figure 1.3. These can all be used to control the viewport using just the mouse. The gizmo listing the X, Y, and Z positions in Figure 1.4 can be used to orbit by pressing the left mouse button (LMB) on the icon and moving the mouse.

Figure 1.4 – The orbit gizmo

Figure 1.4 – The orbit gizmo

The magnifying glass icon below the orbiting gizmo in Figure 1.5 can be used to zoom by pressing the LMB on the icon and moving the mouse.

Figure 1.5 – The zoom gizmo

Figure 1.5 – The zoom gizmo

And finally, the hand icon in Figure 1.6 can be used to pan by pressing the LMB on the icon and moving the mouse.

Figure 1.6 – The pan gizmo

Figure 1.6 – The pan gizmo

Now that we have some understanding of the viewport’s gizmos and the features of Blender’s UI, we can take a look at what we will be using these tools for.

What a 3D mesh is and how it can be manipulated

First, we will talk about what a 3D mesh actually is. A mesh constitutes one or more geometric points called vertices. These vertices can be connected by edges, and those edges can be connected with faces. A mesh is contained within an object. You can see all of these in Figure 1.7. An object contains one or more meshes and acts as a container for all of the data stored in the mesh.

Figure 1.7 – Vertices, edges, and faces forming a triangle

Figure 1.7 – Vertices, edges, and faces forming a triangle

To edit the mesh of an object directly, you need to have the object you want to edit selected in the object selection mode called Object Mode (see Figure 1.8). To select an object, follow these steps:

  1. Press the LMB on the object in the viewport.
  2. Then, switch the object selection mode to Edit Mode by pressing LMB on the icon at the top left and selecting it from the drop-down list.
Figure 1.8 – The Object Interaction Mode tab

Figure 1.8 – The Object Interaction Mode tab

Alternatively, you can also press the Tab hotkey to switch to Edit Mode with the object selected.

Now that we are in Edit Mode, we can start to manipulate the mesh, starting with selection. Select modes are located in the top left of the header, as shown in Figure 1.9.

Figure 1.9 – Select modes – vertex, edge, and face from left to right

Figure 1.9 – Select modes – vertex, edge, and face from left to right

Select modes allow you to select a part of the mesh to change. The three buttons from left to right enable you to select a vertex, select an edge, and select a face respectively. You can enable these individually, or hold Shift and select multiple modes to enable.

To select a vertex, hover over the vertex you want to select and press the LMB. To select multiple vertices, hold Shift while selecting the other vertices. Selections have two types: selected and active. Selected vertices are a darker orange, while active vertices are highlighted in a brighter orange or white. Figure 1.9 shows two vertices selected, with one of them active.

Figure 1.10 – The selected vertex on the left and the active vertex on the right

Figure 1.10 – The selected vertex on the left and the active vertex on the right

The active selection will always be the one that has its data displayed in the editor types and sidebar. You can press A to select everything and Alt + A to unselect everything.

Now that we know how to select different parts of the mesh, we can actually start doing operations

  1. To translate a mesh, just select the vertices, edges, or faces you want, and then press G and move your mouse to the desired location.
  2. It is equally easy to scale. Start by pressing S, and then move closer or farther from the point you are scaling from to change the scale.
  3. To rotate, press R and rotate your cursor around the point or rotation to change the rotation.
  4. To finalize any transform, simply press the LMB, and to cancel a transform, press the right mouse button (RMB).
  5. You can also lock all of these transforms along a specific axis. Just press X, Y, or Z after pressing the transform button and it will lock you into its respective axis.

In Figure 1.11, you can see the mesh being scaled along just the Z axis by pressing S and then Z.

Figure 1.11 – Mesh scaling on the Z axis

Figure 1.11 – Mesh scaling on the Z axis

Also, note that at the bottom of the screen, more transform options are listed, as highlighted in green in Figure 1.11. We will not be exploring these options within this book, but these can be helpful to know about when you start modeling on your own.

Now that we know how to move the mesh around, we can start adding some more geometry.

Adding more vertices to enhance a mesh’s geometry

There are a few ways to add more vertices to a mesh. The one used most frequently later on in this book is extrusion. You can extrude a selection of a mesh by pressing E and moving the mouse to the desired extrusion point.

Figure 1.12 shows one vertex being extruded, although you can extrude faces, edges, and a bigger selection as well.

Figure 1.12 – An extruded vertex

Figure 1.12 – An extruded vertex

Another way to create more geometry is to duplicate a mesh. To duplicate a mesh, just select the parts you want to duplicate and press Shift + D. This is usually the method used to start a new section of geometry. Just like the transforms listed earlier, to finalize the action, press the LMB, and to cancel it, press the RMB. Be careful when doing these operations, as right-clicking will just reset the location of the operation and will not delete the new geometry. Figure 1.13 shows a face being duplicated.

Figure 1.13 – A duplicated face

Figure 1.13 – A duplicated face

Once you have created a string of edges, as shown in Figure 1.14, you might want to create a face connecting them.

Figure 1.14 – Edges to make a face

Figure 1.14 – Edges to make a face

To do this, you either need to select at least three vertices or two edges and press F. Figure 1.15 shows the face that was created.

Figure 1.15 – A face made from the selected edges

Figure 1.15 – A face made from the selected edges

We can also add geometry by subdividing the mesh. Subdividing the mesh divides the faces of a model into more small faces. To subdivide, select the faces that you want to subdivide and press the RMB. This will bring up the Vertex Context Menu options, as shown in Figure 1.16, with Subdivide at the top of the menu.

Figure 1.16 – Vertex Context Menu

Figure 1.16 – Vertex Context Menu

After selecting Subdivide, your mesh will subdivide, and a new tab to control the subdivision will pop up in the bottom left. Both the mesh and the tab can be seen in Figure 1.17.

Figure 1.17 – The subdivided mesh and subdivision settings

Figure 1.17 – The subdivided mesh and subdivision settings

You can also add any number of primitive objects to your scene. A primitive object is a basic shape such as a cube or sphere that you can add to your scene as a starting point for your model. To add a primitive in object mode, simply press Shift + A and hover your mouse over the mesh tab at the top, as shown in Figure 1.18.

Figure 1.18 – The Add menu

Figure 1.18 – The Add menu

Now that we know how to add geometry, we need to learn how to remove it as well. After selecting the desired areas for removal, press X. This will pull up a dropdown with a lot of options in the form of the Delete menu, as shown in Figure 1.19.

Figure 1.19 – The Delete menu

Let us understand the Delete menu in detail:

  • Deleting Vertices will remove everything you have selected
  • Deleting Edges will delete the edges you have selected and any faces connected to them
  • Deleting Faces will delete faces and any edges that do not have any other faces connected to them to prevent floating edges
  • Deleting Only Edges & Faces will delete faces and selected edges
  • Deleting Only Faces will only delete faces without deleting any edges
  • Dissolve will remove the selected geometry and create a face to prevent any holes

To undo a transform, press Ctrl + Z. To redo a transform that you undid, press Ctrl + Shift + Z.

In this section, we managed to add geometry while interacting directly with the mesh. There are also ways to change the mesh indirectly.

Manipulating a mesh using modifiers

Modeling operations are generally broken up into two general categories, destructive, and non-destructive. Their names are a bit misleading because you can both add and remove geometry by doing both types of operations. The difference is how they go about doing it. All of the modeling methods introduced so far have been destructive. Destructive modeling is when you perform an operation that cannot be tweaked or changed after finalizing the transform. The only way to undo a destructive transform is by using Ctrl + Z. Non-destructive transforms can be changed or completely removed without affecting the base mesh. These transforms affect the mesh indirectly, and are usually used outside of Edit Mode.

There are plenty of ways to affect the mesh indirectly by performing an operation on it outside of Edit Mode. One of the most common ways of doing this is through the Modifier Properties tab in the Properties Editor Type area. The Modifier Properties tab is used to manage modifiers. Modifiers are used to perform non-destructive operations on an object. The Modifier Properties tab can be seen in Figure 1.20.

Figure 1.20 – The Modifier Properties tab

Figure 1.20 – The Modifier Properties tab

The Mirror modifier

An example of one of these modifiers is the Mirror modifier. The Mirror modifier mirrors the object it is put on around the X, Y, or Z axis. To use a modifier on an object, follow these steps:

  1. Make sure the object you want to add it to is selected.
  2. In the Modifier Properties tab, press Add Modifier and navigate to the desired modifier – in this case, the Mirror modifier, as shown in Figure 1.21.
Figure 1.21 – The Mirror modifier in the Add Modifier tab

Figure 1.21 – The Mirror modifier in the Add Modifier tab

  1. Finish adding the modifier by selecting it, and your modifier will appear in the Modifier Properties tab, as displayed in Figure 1.22.
Figure 1.22 – The Mirror modifier

Figure 1.22 – The Mirror modifier

The Mirror modifier works by mirroring the mesh around an object’s origin. The object origin is the little orange dot you see in Object Mode that indicates the object’s orientation compared to the world’s origin. Figure 1.23 shows us a closer look at the origin.

Figure 1.23 – The origin of an object

Figure 1.23 – The origin of an object

  1. Pressing N to open the side panel shows the transforms of the object.
  2. Translating the cube in Object Mode by pressing G and then the LMB to apply the translation will change these variables. This is captured in Figure 1.24.
Figure 1.24 – The translated cube in Object Mode

Figure 1.24 – The translated cube in Object Mode

The Mirror modifier will not be affected by a translation in Object Mode because translation in this mode also moves the origin, and the Mirror modifier mirrors around that.

  1. To see what the Mirror modifier is doing, we have to edit it in Edit Mode because the location of the vertices in this mode are all referenced to the origin of the object. If we translate the cube in Edit Mode, the result is shown in Figure 1.25.
Figure 1.25 – The translating mesh in Edit Mode

Figure 1.25 – The translating mesh in Edit Mode

Now we have a perfectly mirrored cube on either side of our origin. Next, we will look at how to connect the two mirrored halves. To connect the cubes together, follow these steps:

  1. Start by selecting the face facing the origin and deleting just the face. This is to ensure that we do not have any extra faces inside of the mesh.
  2. Next, on the Mirror modifier, make sure Clipping is turned on.
  3. Finally, select the ring of vertices closest to the origin and translate them to the middle, while locking it on the X axis by pressing G and then X. The result should look like Figure 1.26.
Figure 1.26 – Translating in Edit Mode with clipping enabled

Figure 1.26 – Translating in Edit Mode with clipping enabled

The Subdivision Surface modifier

Another common modifier we are going to use is called the Subdivision Surface modifier, or SubD for short. The SubD modifier subdivides the mesh and also performs a smoothing operation on the subdivision. The levels of subdivisions can be adjusted for the viewport and the render can be adjusted separately. Modifiers can also be used destructively. You can apply them by pressing the arrow at the top right of the modifier, pointed out in Figure 1.27.

Figure 1.27 – Applying modifiers in the Modifier tab

Figure 1.27 – Applying modifiers in the Modifier tab

Modifiers affect the mesh from the top of the modifier stack down. So, in this instance, the Mirror modifier is being calculated before the SubD modifier. It is usually best to apply modifiers from the top down to avoid any issues. You must be in Object Mode to apply modifiers. Figure 1.28 shows the mesh in Edit Mode before applying modifiers, and Figure 1.29 shows the mesh after applying them.

Figure 1.28 – The mesh in Edit Mode before applying the modifier

Figure 1.28 – The mesh in Edit Mode before applying the modifier

Figure 1.29 – The mesh in Edit Mode after applying the modifier

Figure 1.29 – The mesh in Edit Mode after applying the modifier

Before applying, the mesh does not change because it is non-destructive. After applying it, it becomes destructive and allows you to modify the mesh directly again. Now that we have an understanding of the Mirror modifier, the next modifier we will use will help us transfer the shape of one mesh to another.

The Shrinkwrap modifier

There are also modifiers that affect the position of the vertices non-destructively. An example would be the Shrinkwrap modifier. The Shrinkwrap modifier projects the vertices from one object onto another object. As an example, we are going to shrink-wrap a cube onto a sphere:

  1. Go into Object Mode and add a cube by pressing Shift + A.
  2. Hover over the mesh.
  3. Select the cube shown in Figure 1.30.
  4. Repeat 1 to 3, only this time, select the UV sphere.
Figure 1.30 – Adding a primitive cube

Figure 1.30 – Adding a primitive cube

After both objects have been added, it should look something like Figure 1.31.

Figure 1.31 – The sphere and cube added on top of each other

Figure 1.31 – The sphere and cube added on top of each other

  1. After this point, we can select the cube and add our Shrinkwrap modifier.
  2. Select the target option on the Shrinkwrap modifier and choose our sphere from the dropdown illustrated in Figure 1.32.
Figure 1.32 – The Object selection tab

Figure 1.32 – The Object selection tab

As soon as this is done, the eight vertices of the cube will be cast onto the surface of the sphere. If we want the cube to conform to the sphere, we will have to give it more geometry to work with. That is where we can use the SubD modifier.

Remember, the modifier stack is calculated from the top down, and we want to add the extra geometry, so we need to put the SubD above the Shrinkwrap modifier.

This can be done by grabbing the top right of the modifier and dragging it above the other modifier. After that, just add another level of subdivision to the viewport, and it should look like Figure 1.33.

Figure 1.33 – The cube shrink-wrapped to the sphere

Figure 1.33 – The cube shrink-wrapped to the sphere

Summary

In this chapter, you learned about meshes, objects, transforms using hotkeys, the difference between destructive and non-destructive transforms, and modifiers.

Now that we know all about our mesh and how to manipulate it, we should be ready to hop into some real topology. In the next chapter, we will be using many of these transforming techniques to illustrate how the topology of a mesh is supposed to behave.

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Key benefits

  • Overcome complex topology problems while working through projects
  • Learn to topologize quad-based and non-quad-based meshes with step-by-step examples
  • Optimize your models by reducing the triangle count to improve performance

Description

This book is an introduction to modeling and an in-depth look at topology in Blender, written by a Blender topology specialist with years of experience with the software. As you progress through its chapters, you’ll conquer the basics of quad-based topology using triangles and Ngons, and learn best practices and things to avoid while modeling and retopologizing. The pages are full of illustrations and examples with in-depth explanations that showcase each step in an easy-to-follow format. Squeaky Clean Topology in Blender starts by introducing you to the user interface and navigation. It then goes through an overview of the modeling techniques and hotkeys that will be necessary to understand the examples. With the modeling basics out of the way, the next stop on our journey is topology. Working through projects like a character and a sci-fi blaster, the book will illustrate and work through complex topology problems, and present solutions to those problems. These examples focus on deforming character models, non-deforming hard surface models, and optimizing these models by reducing the triangle count. By the end of this book, you will be able to identify the general flow of a shape's topology, identify and solve issues in your topology, and come out with a model ready for UV unwrapping, materials, and rigging.

Who is this book for?

This book is for character modelers, sculptors, poly modelers, and hard surface modelers. Whether you're looking for an introduction to modeling, optimizing high poly or sculpted models, or just a deeper dive into the subject of topology, this book will walk you through the topology workflow from beginning to end.

What you will learn

  • Identify the general flow of a model s topology, and what might cause issues
  • Understand the topology of a character, and the joints that they make up
  • Handle non-quad based topology
  • Lay out your meshes for UV seams
  • Explore and use hotkeys to get things done faster
  • Optimize models for a reduced triangle count

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Table of Contents

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

Customer reviews

Rating distribution
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(4 Ratings)
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1 star 0%
James Jan 03, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I've been modeling about as long as Michael and have a bit less knowhow about topology but enough that it's gotten me by, Michael however has outlined a rather cohesive guild on how to approach your topology while avoiding beginner mistakes, I'll likely find myself incorporating some of his methods in my next modeling project.
Amazon Verified review Amazon
Dannzo Jan 04, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book does a great job outlining the fundamentals of topology, giving solid examples of various implementations and teaching optimization techniques. After a short introductory explaining the Blender UI and how to use Blender to manipulate geometry, the book begins by introducing the basic concepts of topology, giving three clear and concise rules to follow. It then builds upon these foundations by delving into other topics like deformation and UV maps. In addition to covering the basics of topology, the book also provides numerous examples of how the concepts can be applied in practical settings. This is where the book really shines. It has entire chapters dedicated to showing how to retopologize a humanoid head, body and hard surfaces. Each of these chapters walks you through the process step by step with images so that it can be easily understood. Lastly, optimization is covered. This is where artists in the game industry are really going to want to pay attention. As those in the field will understand, having a great number of triangles is going to impact the performance of the game. The final chapter shows how to break down what was previously done in order to reduce the number of faces, while maintaining the look of the original mesh. Overall, the book does a great job of explaining the material and giving examples paired with images making it easy for the reader to understand. I recommend this book to 3D artists wholeheartedly.
Amazon Verified review Amazon
Jared Miller Jan 13, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I think that most 3D artists lose their minds a little when they encounter the concept of retopology for the first time. You just spent days, maybe weeks working on a highly detailed sculpt. Then you must figure out how to make the model usable for animation. Retopology can be very intimidating. Speaking on my own experience, I found it to be the most tedious and difficult part of the character creating pipeline. It took me a long time to understand the importance of good topology and deformation. I wish I had had this book while I was learning 3d art. Steppig does a great job of explaining every step in the process, but also explains the reasons for each step. By the end of each section you have a strong understanding of both the theory and the practice of retopology. While this book is written as a guide in Blender, the concepts and application are the same in other industry tools. I absolutely recommend this book to anyone who wants to learn these crucial fundamentals. Good luck on your 3D journey!
Amazon Verified review Amazon
Adobe Creative Suite Jan 03, 2023
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Michael has done a great job exploring this topic and providing a concrete framework to build incredible work with. Better than most online guides and tutorials I have seen and worth it.
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  • To contact us directly if a problem is not resolved, use www.packtpub.com/contact-us
What eBook formats do Packt support? Chevron down icon Chevron up icon

Our eBooks are currently available in a variety of formats such as PDF and ePubs. In the future, this may well change with trends and development in technology, but please note that our PDFs are not Adobe eBook Reader format, which has greater restrictions on security.

You will need to use Adobe Reader v9 or later in order to read Packt's PDF eBooks.

What are the benefits of eBooks? Chevron down icon Chevron up icon
  • You can get the information you need immediately
  • You can easily take them with you on a laptop
  • You can download them an unlimited number of times
  • You can print them out
  • They are copy-paste enabled
  • They are searchable
  • There is no password protection
  • They are lower price than print
  • They save resources and space
What is an eBook? Chevron down icon Chevron up icon

Packt eBooks are a complete electronic version of the print edition, available in PDF and ePub formats. Every piece of content down to the page numbering is the same. Because we save the costs of printing and shipping the book to you, we are able to offer eBooks at a lower cost than print editions.

When you have purchased an eBook, simply login to your account and click on the link in Your Download Area. We recommend you saving the file to your hard drive before opening it.

For optimal viewing of our eBooks, we recommend you download and install the free Adobe Reader version 9.