I learned quite a bit about topology of models during school, but I wanted to try and push it a bit further, to make sure that I'm working both as efficiently as possible, and to a standard that the industry will accept when I graduate. I've found lots of reference on the polycount wiki for organic models, and I learned quite a bit about that, but I'm primarily a hard surface modeler. I do have an advantage with that, because the shape of objects generally lends itself to the topology. But for rules about triangles, n-gons, and quads across surfaces, I want to dive deeper. I thought I knew the rules, until I watched Senechal and Frick model, and noticed that they use N-Gons all the time, making things that just look like "improper" meshes to me, but it turns out amazing, and most of all, it works.
I just want to learn more about why these things work at certain times, why they don't, and how I can make sure my model turns out great with no shading artifacts, a good polycount, and a delicious topology. I've browsed through youtube, and found some okay things in there, but a lot of contradictions as well. Are there any resources that some people have found to help with learning the ins and outs of the more technical side of modeling/topology?
Replies
"Any topology or wireframe that achieves your goals, is a good topology. Always consider what you are trying to achieve and time and resources you have." - Ali Ismail
An ethos I've followed for quite some time and sure considering the amount of material available online nowadays there may at first seem to be a broad difference of approach but really the art of topology can be best summed up as primarily testing for yourself whether it works or not for what you have in mind.
Theory and Fundamentals
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
It's probably best not to advise people on things you are uncertain of yourself.
You will learn a ton im sure.
https://www.artstation.com/artwork/nrqDX
https://www.artstation.com/artwork/ynde5
https://www.artstation.com/artwork/6q03n
The others are mostly quads cause of the displacement they use on those SubD meshes.
There is still so much confusion about ngons and "bad" geo.
Ngons and tris arnt bad. But you need to know where you should work with quads.
1. If it does shade fine it does bake fine. So ngons arnt bad for normal baking. If there are shading issues clean them up.
2. If it does deform fine during animation ngons arnt a problem in this either.
In most cases they wont deform nice so quads are better here. Take a look at all the disney chars they have a nice even topo.
Even if quads are better that does not mean your trousers cant have triangles in areas they dont deform that much.
3. If your still render does look good and it does fit into your system ram everyhing is fine even with "bad" geo. If not you have to take a closer look why.
4. The main reason to work with quads in FX is displacement. If you have thousands of objects in your scene with displacement you have to be carefully how much poly your basemeshes does have. If you have only a view objects close to the camera with displacement the renderer will take care and subdivide the objects more. But if you have hundred millions of unique poly in your scene think twice.
Here a good vid about creases and why they are used. Same reason for a clean SubD mesh.
At min 26min.
https://youtu.be/xFZazwvYc5o
Before I got into the games industry I spent years modeling purely sub-d. I used to obsess over quads to the point of ocd. I just could not have ANY non-quads. Looking back on it now I laugh at my foolishness, all those hours I wasted. With the amount of time this we spend staring at vertices, picking your battles is something I've learned the hard way.
You will learn a ton im sure.
https://www.artstation.com/artwork/nrqDX
https://www.artstation.com/artwork/ynde5
https://www.artstation.com/artwork/6q03n
Yeah, nice one oglu! - promptly bookmarked : )