Topology - A Continuous Learning Experience
To avoid a spooky ghost crew, I modeled a man and woman with the same topology optimized for animation. After initial
studies in muscular structure and proportion, I dove into ZBrush. I blocked out the body with ZSpheres and
refined it with Dynamesh. Between ZRemesher
and classic arm-wrestling with Maya LT, I reduced the poly count down to about
10K quads for one character. Depending
on performance, I might reduce it further in the future.
Because I approached modeling with the end goal of real-time
animation, I wanted to create the best topology possible for smooth and clean deformation. Each model since my first has been an
experiment in topology, and I have used that experience with prior characters to
create the current body.
Body Topology |
The knees and elbows both have an extra edge loop on the outside corner of the joint. Since these areas deform intensely, the extra geometry distributes weighting across the area and retains volume during deformation.
The shoulders are always an area I struggle topologize and
rig with their wide range of motion between the collarbone, shoulder blade, and
arm itself. I currently run edge loops
across the pectorals and deltoids to imitate muscular structure. Since movement of the thoracic spine is somewhat
limited, I redirect the edge flow on the back to create bands around the scapula
that allow for smooth forwards and backwards slouching and extension of the
shoulders. This results in a bit of a
funny pole system at the bottom of the ribcage by the spine, but I feel that
area is less critical than the shoulders.
The hips and buttocks deform significantly during many
motions, from sitting to running. I
placed a ring around the gluteus muscles to retain the overall shape and
volume. I additionally cut extra geometry
to the areas that pinch when the leg moves about.
Facial Topology |
The face generally follows muscular structure, with
concentric circles around the mouth and eyes for best deformation when forming facial
expressions. Other flows intersect from
the cheekbones to the mouth to imitate cheek deformation.
Now, to the dressing room and barber!
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