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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
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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

Ensuring clean topology for clean UV maps

Thankfully, there is not too much more we need to think about when laying out our topology for UV maps so long as we have followed our other topology rules. So first, we will look at the rules that apply to UV mapping most. One of the more painful topology issues to work around is when the topology is not flowing with the geometry properly. In Figure 4.25, I have two planes that I want to unwrap:

Figure 4.25 – Planes for unwrapping

Figure 4.25 – Planes for unwrapping

The one on the left has jagged edges going left to right, and the plane on the right has straight edges like a normal grid. If we split these in half and look at them in the UV editor in Figure 4.26, you can see how the jagged edges intersect our texture at awkward angles:

Figure 4.26 – Jagged UV map (left), straight UV map (right)

Figure 4.26 – Jagged UV map (left), straight UV map (right)

If we wanted the grid pattern to line up perfectly with our plane, we would not be able to use a jagged pattern...

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