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How to mind Topology (Modo)?

Hi
im new with modeling, im using Modo 801 only for some days (such noob) and know the basics. Im familiar with ZBrush (4r6)
before, so topology was not as clean (easy) to maintain as you could in a regular 3D App like Modo.
I have never retopologized something yet (im unsure in which way).

As example, my first mesh i did in Modo looks like this,
and i would like to add smaller details like guns, panels:

http://abload.de/img/jjt2ke9.jpg

I dont know if i did it completely wrong. In ZBrush i would have used Alphas,
smooth out and refine edges. Subdividing a lot to get clean edges again.

As you can see i mainly used bevels and extrudes to add geometry.
I would like to keep the big, few poly containing, shapes
(so that they will keep their current curves when subdividing),
and adding now the details, which would require more and smaller
hard edge (cubes) geometry only at certain parts. How would i do that?

Using different meshes with different polycounts and retopo them all into one
mesh with a topology that is dense in the details and as simple as possible
in the big shapes?

How would this, without the NGons be made?

http://abload.de/img/11eoj1.jpg

http://abload.de/img/2bkk23.jpg

If i would slice the boxes from all sides, it would affect the whole mesh where i would lose the subd. curvature
at the crossings. I read about topology strategies, but not fitting to my example....hmm...i might be on a wrong way.


Thanks for any help

Replies

  • peanut™
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    peanut™ polycounter lvl 19
    "im new with modeling, im using Modo 801 only for some days (such noob)"

    Everyone is new, there ain't anyone around who can look you in the eyes and say they know everything. It's hard to really grasp what you are saying because people will have trouble reading through a whole wall of emotions and text like displayed here.

    Ok about the Ngons, well you need more cuts to even your geometry ... the method i use is (note that i don't have Modo in front of me so ... i'm talking in general)

    (1) select two edges (*edge mode press > 2)
    (2) alt-C and guide where the edge ends
    (3) press 'B' on the keyboard to bevel the created edge in some cases

    2bkk23.jpg
  • Cyclope
    Thanks for the answer. Oh, what im talking about is that if i would add more cuts to get rid of the ngon, it would add a loop to the rest of the mesh and changing the topology there, what i do not want because the curvature of the subdivisions there will get lost too.

    jmksjs.jpg
  • peanut™
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    peanut™ polycounter lvl 19
    "what im talking about is that if i would add more cuts to get rid of the ngon, it would add a loop to the rest of the mesh and changing the topology there"

    Hold on, you seem to want to spend your money and keep it at the same time. What you need to keep in mind is that you mostly want to retain your shape (topology) when smoothing 'Tab' key. The way to retain topology is precisely to add loops.

    The way most people work is to add loops and cuts as long as it serves a purpose. If it doesn't serve a purpose it should be deleted (for optimization needs). When i was learning i would spend many hours in a day to play with a low low cube or a cylinder and place/remove edges to either collapse or build shapes.

    Here is what i'm trying to illustrate:
    234_fghjku.jpg
  • peanut™
  • Cyclope
    peanut™ wrote: »
    What you need to keep in mind is that you mostly want to retain your shape (topology) when smoothing 'Tab' key. The way to retain topology is precisely to add loops.
    Yup, thats what i was thinking too. The Problem i encounter here, is that if i add loops to block out a sharp cube, the loops go through the whole mesh so i cant retain the curved smoothed shape of the rest of the mesh. I mean, if i would continue like that for the rest of the mesh, the edge loops would intersect everthing else and sharpening parts which i would like to keep curved as they come out in subdiv too.
    So i maybe need to know if there is a method to not intersect the mesh.
    Should i split everything up into parts? But what if i need a complete single mesh?
    peanut™ wrote: »
    The way most people work is to add loops and cuts as long as it serves a purpose. If it doesn't serve a purpose it should be deleted (for optimization needs).
    Ok, i think i got that.
  • peanut™
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    peanut™ polycounter lvl 19
    "Yup, thats what i was thinking too. The Problem i encounter here, is that if i add loops to block out a sharp cube, the loops go through the whole mesh so i cant retain the curved smoothed shape of the rest of the mesh. I mean, if i would continue like that for the rest of the mesh, the edge loops would intersect everthing else and sharpening parts too.
    So i maybe need to know if there is a method to not intersect the mesh.
    Should i split everything up into parts? But what if i need a complete single mesh?"


    Once again, you seem to want to spend your money and keep it at the same time.
    I have a feeling that you have a Zbrush mindset and trying to apply parts of a Zbrush Zremesher subtoolish workflow to Modo box's modeling and vice versa.

    Having such complex geometry sitting in one mesh and apply a loop to the whole object in my idea is counter-productive. Try to fracture your mesh in smaller parts like 99% of the cg herd would do. Overall everything would fit nicely but if you want a clean topo and a nice flow of edge you should breakdown your geo in smaller parts with X numbers of loops inter fitting nicely.

    cardboardgundam200.jpg
  • peanut™
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    peanut™ polycounter lvl 19
    The guy(s) created a rather cool shape even if its made of cardboard, you can have a glimpse of well defined geometry if you put your mind into it.

    123_jmksjs.jpg
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