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Where can I learn how topology should look when smoothened ?

Does anyone have any resources on how edge loops should look when smoothened? I always see these kind of  weird edge loops when doing SubD modeling, but I'm not sure if it's supposed to look like that, so where can I learn what topology is normal when doing SubD? 


edit: 

Here is another image of the model from the front, they're glasses 

And here is my reference 


Replies

  • Neox
  • poopipe
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    poopipe grand marshal polycounter

    You can learn about the algorithm by googling for catmull-rom smoothing and/or bicubic interpolation 

    What's most important to understand is that the position of a vertex changes after smoothing based on the relative position of it's first and second neighbours.

    If you want tips on how best to structure your input mesh, there is a really good sticky thread in technical talk and basically any post by  frankpolygon 



  • Fabi_G
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    Fabi_G veteran polycounter
    Hi! The How The F*#% Do I Model This? is a great collection of different situations and place one can to turn to when stuck. Also share the reference, so people know what the goal is.

    The wiki might contain some useful for information and links relating to this and other topics.

    Frank Polygons sketchbook contains some great examples and step by steps.

    There are probably more threads you can dig up using the search function.
  • kanga
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    kanga hero character
    Sub D doesn't matter. Animated sub D matters. Low poly doesn't matter. Animated low poly matters.

    If it smooths properly, who cares? Your example above shows three edges converging to one so normally you would merge the other two, but maybe there is a reason for the three. There is a guy here who does a low poly of his concepts, rigs and animates them just to see what happens. You didn't mention animation, but that is a whole other can. As mentioned there is a lot of info on topology, but the best thing you can do is test it.
  • Neox
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    Neox grand marshal polycounter
    kanga said:
    Sub D doesn't matter. Animated sub D matters. Low poly doesn't matter. Animated low poly matters.

    If it smooths properly, who cares? Your example above shows three edges converging to one so normally you would merge the other two, but maybe there is a reason for the three. There is a guy here who does a low poly of his concepts, rigs and animates them just to see what happens. You didn't mention animation, but that is a whole other can. As mentioned there is a lot of info on topology, but the best thing you can do is test it.
    But it doesn't smooth properly?
    I would guess this is a static piece, non deforming just by the looks of it. But some basic subd knowledge is missing to make it work.
  • sacboi
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    sacboi veteran polycounter
    "I always see these kind of  weird edge loops when doing SubD modeling, but I'm not sure if it's supposed to look like that..."




    well, you're only seeing expected behavior when a particular sub division algorithm (there are various types) is applied too a low poly cage, in which shading is controlled by edge loops

    "What's most important to understand is that the position of a vertex changes after smoothing based on the relative position of it's first and second neighbours"

    ...hence explains why it's wireframe looks like that 

    EDIT:
    so, strongly recommend that you follow guidance already offered by others and study
  • Spacewizard44
    Fabi_G said:
    Hi! The How The F*#% Do I Model This? is a great collection of different situations and place one can to turn to when stuck. Also share the reference, so people know what the goal is.

    The wiki might contain some useful for information and links relating to this and other topics.

    Frank Polygons sketchbook contains some great examples and step by steps.

    There are probably more threads you can dig up using the search function.
    Hi, thanks for the insight I have updated my post to include the reference. 
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