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...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing, Limited
2022.
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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.