Squeaky Clean Topology in Blender Create Accurate Deformations and Optimized Geometry for Characters and Hard Surface Models

A comprehensive introduction to 3D modeling, from the fundamental ideas of topology to in-depth examples that will help you take your projects to the next level Key Features Overcome complex topology problems while working through projects Learn to topologize quad-based and non-quad-based meshes wit...

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Detalles Bibliográficos
Autor principal: Steppig, Michael (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, Limited 2022.
Edición:1st ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009711812106719
Tabla de Contenidos:
  • Cover
  • Title Page
  • Copyright and Credits
  • Dedication
  • Contributors
  • Table of Contents
  • Preface
  • Part 1 - Getting Started with Modeling and Topology
  • Chapter 1: Navigating and Modeling in Blender
  • Technical requirements
  • Making sense of the Blender UI
  • Navigating using the viewport
  • What a 3D mesh is and how it can be manipulated
  • Adding more vertices to enhance a mesh's geometry
  • Manipulating a mesh using modifiers
  • The Mirror modifier
  • The Subdivision Surface modifier
  • The Shrinkwrap modifier
  • Summary
  • Chapter 2: The Fundamentals of Topology
  • Understanding good topology using grids
  • Understanding the three rules of topology
  • Rule 1 - an edge loop must terminate into the void or into itself
  • Rule 2 - loops must not intersect themselves
  • Rule 3 - loops must not spiral down a mesh
  • How should grids intersect?
  • Identifying grids on a complex shape
  • Summary
  • Chapter 3: Deforming Topology
  • Applying the bending and stretching deformation rule
  • Identifying poor topology on a cylinder
  • Fixing the topology on an elbow joint
  • Applying the twisting deformation rule
  • Applying the twisting rule to shoulder deformations
  • Applying the intersecting grids deformation rule
  • Applying the intersecting grids rule to hip deformations
  • Topology for cloth simulations
  • Summary
  • Chapter 4: Improving Topology Using UV Maps
  • What is a UV map?
  • Applying a texture
  • Shading modes
  • Manipulating the UV map
  • Ensuring clean topology for clean UV maps
  • Unwrapping the mesh
  • Improving unwraps
  • Summary
  • Part 2 - Using Topology to Create Appropriate Models
  • Chapter 5: Topology on a Humanoid Head
  • Introduction to retopology
  • Revising topology checks and rules
  • How to use snapping
  • Retopology of the face
  • Defining loops
  • Joining the edges
  • Joining the sections.
  • Retopology of the ear
  • Retopology of the back of the head
  • Summary
  • Chapter 6: Topology on a Humanoid Body
  • How to retopologize hands
  • How to retopologize shoulders
  • How to retopologize hips
  • Connecting the body parts together
  • Summary
  • Chapter 7: Topology on a Hard Surface
  • Normals on a hard surface
  • Auto Smooth
  • Mark Sharp
  • Retopology of the grip of a blaster
  • Retopology of the front shielding
  • Retopology of the front grip
  • Retopology of the barrel
  • Retopology of the main body of the blaster
  • Summary
  • Chapter 8: Optimizing Geometry for a Reduced Triangle Count
  • Why we optimize topology
  • Optimizing hard-surface meshes
  • Optimizing deforming meshes
  • Summary
  • Index
  • About Packt
  • Other Books You May Enjoy.