Table Of ContentSqueaky Clean Topology in Blender
Create accurate deformations and optimized geometry for
characters and hard surface models
Michael Steppig
BIRMINGHAM—MUMBAI
Squeaky Clean Topology in Blender
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To my grade school English teacher, Joanne Heffernan, whose patience and love compelled me to write
more than I ever wanted to.
– Michael Steppig
Contributors
About the author
Michael Steppig is a professional Blender user. He specializes in topology and character modeling.
He started modeling in 2013 and has watched 3D modeling and Blender develop over the last decade.
He has a strong passion for topology and ample experience, having modeled hundreds of 3D assets.
These include characters, hard surface models, and nearly every asset he uses. He has taught multiple
students all aspects of Blender as a private tutor.
I want to thank all of the people who helped me through the writing of this book – my family and
friends, who all supported me when the writing was most difficult. I would also like to thank the team
members at Packt who worked with me, as they were more than patient as I balanced this book with
university. I could not have completed this book without their constant gentle support.
About the reviewer
Jesse Tomi is a self-taught Nigerian 3D generalist based in Abuja, Nigeria. He co-manages a start-up
focused on creating seamless virtual experiences. Jesse is a graduate of educational technology from
the University of Ilorin and has been involved with 3D graphics and animation for 5 years.
Table of Contents
Preface xi
Part 1 – Getting Started with Modeling
and Topology
1
Navigating and Modeling in Blender 3
Technical requirements 4 Adding more vertices to enhance a
Making sense of the Blender UI 4 mesh’s geometry 10
Navigating using the viewport 5 Manipulating a mesh using modifiers 15
What a 3D mesh is and how it can be The Mirror modifier 16
manipulated 7 The Subdivision Surface modifier 19
The Shrinkwrap modifier 21
Summary 23
2
The Fundamentals of Topology 25
Understanding good topology using Rule 2 – loops must not intersect themselves 36
grids 26 Rule 3 – loops must not spiral down a mesh 37
Understanding the three rules of
How should grids intersect? 38
topology 33
Identifying grids on a complex shape 43
Rule 1 – an edge loop must terminate into the
Summary 48
void or into itself 33
viii Table of Contents
3
Deforming Topology 49
Applying the bending and stretching Applying the intersecting grids
deformation rule 49 deformation rule 69
Identifying poor topology on a cylinder 57 Applying the intersecting grids rule to hip
Fixing the topology on an elbow joint 58 deformations 71
Applying the twisting deformation rule 65 Topology for cloth simulations 72
Applying the twisting rule to shoulder Summary 75
deformations 67
4
Improving Topology Using UV Maps 77
What is a UV map? 77 Ensuring clean topology for clean
UV maps 90
Applying a texture 81
Shading modes 84 Unwrapping the mesh 94
Manipulating the UV map 87 Improving unwraps 103
Summary 106
Part 2 – Using Topology to Create
Appropriate Models
5
Topology on a Humanoid Head 109
Introduction to retopology 109 Joining the sections 125
Revising topology checks and rules 111 Retopology of the ear 133
How to use snapping 112
Retopology of the back of the head 136
Retopology of the face 113 Summary 139
Defining loops 114
Joining the edges 116
Table of Contents ix
6
Topology on a Humanoid Body 141
How to retopologize hands 141 Connecting the body parts together 159
How to retopologize shoulders 155 Summary 161
How to retopologize hips 157
7
Topology on a Hard Surface 163
Normals on a hard surface 163 Retopology of the front grip 177
Auto Smooth 167 Retopology of the barrel 179
Mark Sharp 168 Retopology of the main body of the
blaster 186
Retopology of the grip of a blaster 170
Summary 189
Retopology of the front shielding 175
8
Optimizing Geometry for a Reduced Triangle Count 191
Why we optimize topology 191 Optimizing deforming meshes 212
Optimizing hard-surface meshes 192 Summary 222
Index 223
Other Books You May Enjoy 228