![]() ![]() ![]() ![]() Keeping faces flat is the basis of why topology is important in the first place. At render, these faces are split into triangles that create an odd ribbed pattern countering the animator’s intent. Notice how the faces become non-planar (flat) when they are deformed against the flow of the edge loops. But paying special attention to how your loops flow can help in some tricky situations. For example, an elbow will naturally have edge loops that flow in the same axis as movement. In most cases, your topology will naturally align to the axis of animation. Aligning edge loops to the axis of animation can prevent faces from distorting and causing unwanted shading artifacts by ensuring that faces stay flat, even in extreme poses. With some practice, your topology may be able to work just as well when animated as it does when in a T-pose.įirst up, face alignment. So, with this in mind, I’ve prepared a few tips from my own experiences of modeling for animation. Accounting for this variability is not an easy task, especially if you’re not skilled in animation or used to working with characters. Organic, stretching surfaces such as skin require carefully crafted topology that deforms well in a wide range of poses. You just sculpted a new character concept, retopologized it, and added an armature…but then you move a bone and realize that your topology just doesn’t work as you’d hoped it would. ▪ #3d modeling #organic #topology #3d #blender #b3d ![]()
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