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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
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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

Why we optimize topology

When done correctly, quad-based topology should leave you with a model that is ready for just about everything, but having that freedom and flexibility comes with a cost. This cost is an increased number of faces on a mesh and is most evident on hard-surface models. The workflow we have been using up to this point has had us starting on the detailed areas first, then connecting those areas afterward. You may have noticed that these detailed areas have a lot of curves and complex shapes, but the areas in between that we connect them with are usually much flatter. You can see this transition in Figure 8.1.

Figure 8.1 – Flatness evident in connecting areas

Figure 8.1 – Flatness evident in connecting areas

It is in these flat areas that there are a lot of faces that are not contributing to the shape of the blaster. That is our objective when optimizing topology; we are trying to remove as many of these unnecessary faces as possible. The question still remains: why do we want...

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