Topology

'Topology' in CG refers to how surfaces are constructed. How the polygons are placed, how many and what kind they are. Which topology to use? This is a very common question, because it can be difficult to answer. There are almost an infinite variety of topologies to choose from, for any one object. It depends on the use a model will be put to, what Category:Software will render it and how (if any) it will be animated. For the game industry, it depends on the particular 3d engine used. It often also depends on the artist's personal choice of workflow.

Generally speaking, for non-game characters that are to be smoothed to a higher resolution some way, it's best to use quads (four-sided polygons) as much as you can. Triangles are ok sometimes, but note that they do create slight bumps on a smooth curving surface surrounded by even quads, so be careful exactly where you put it on your model. Experience will show you. 5-sided polygons CAN be ok in some software, though most modelers recommend against using them. They create more subtle bumps than triangles. Test your way and experiment a lot. For game characters, consult with each particular 3d engine's requirements.

An example: Modeling a foot

ASee also: Edge Loops, Comparison of 3d tools





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