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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

Normals on a hard surface

As we learned back in Chapter 2, under the Understanding good topology using grids section, the normal is the direction that the faces are facing. One feature we have not talked about yet is smooth shading. The shading shown in Figure 7.1 is what we have experienced so far and this is called flat shading.

Figure 7.1 – A cube with flat shading

Figure 7.1 – A cube with flat shading

Flat shading shows the normals exactly as shown by the geometry. You can see every face individually and each face is separated by a sharp edge. Smooth shading averages the normals of all of the faces to smooth out the edges of intersecting faces. You can see that the shading is set to smooth in Figure 7.2.

Figure 7.2 – Cube with smooth shading

Figure 7.2 – Cube with smooth shading

You can change the shading mode of a model by going to the Object tab at the top of the viewport and selecting either Shade Smooth or Shade Flat as shown in Figure 7.3.

Figure 7.3 – The Object tab with smooth and flat shading options

Figure 7...

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