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File: Legs_Topo.png (988 KB, 1108x1492)
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Does anyone have an image guide on low poly topology. Whenever I mesh model people my edge loops are never as clean as pic related. I'm staying away from sculpting atm since my 2D anatomy still isn't very good yet.
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File: Man_Model.png (37 KB, 582x767)
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Pic attached is what I can do when modeling off a reference. However my methods are all guessed. It would be nice to have some sort of workflow and edges to aim for that would make the character more flexible when animating.
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You know what I do? I just model a character that's kinda medium topology from box modeling. Then just start removing and sliding edge loops until I get a good looking low ish topology. Then I just drink a lot and blame my kids for my edge flow problems.
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>>612414
That's like modeling topology 101.
Only worry about areas of deformation, Hip, Knee, shoulder, elbows - fingers etc.

You can do wtf you want elsewhere just make sure when time to rig you have colapse topology.
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>>612424
I've seen that image floating around. Are those tris generally accepted as a must have?
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>>612414
You sculpt a person, and then retopo. The thing you sculpt is a 'reference mesh'. The retopo'd object is a 'base mesh'
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File: 1521135960880.jpg (157 KB, 1920x1080)
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>>612425
There are variations you can use that is all quads but yes triangles is fine overall.

Don't go full nazi over topology, I've burnt myself throwing away models i thought were shit but was fine.
bad topology is horrible when time to rig-animate with good deformations, Doing the topology properly from the start is to make those later steps easier etc, that's it.
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File: Topo_body-hippydrome.jpg (84 KB, 350x337)
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Can someone screenshot good shoulder topology from their works and post here. All pics on the net are from bad angles or are missing angles. I desperately need angles like in pic related + top view with in 45 or 90 degrees position. Would mean a lot.
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>>612489
I'm gonna dump some topology pics to keep thread alive.
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>>612491
Whoa, great pic. I think butt topo is underrated. It's one of the harder parts for me to get right. Do you have any breast topo pics?
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>>612494
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>>612494
1st angle
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>>612499
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>>612494
I don't know for butt topology, but this one looks sexy
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>>612498
>splitting one vert into two to connect things like hands and feet

So besides the implication that it might pinch a bit and show in the lighting, this is fine then?
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File: back_topo_01.jpg (193 KB, 600x450)
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>>612418
I would suggest tracing this mode >>612491
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File: s1.jpg (190 KB, 1097x826)
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>>612505
I don't know, I'm just trying to make semi decent placeholder assets.
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File: 01.gif (151 KB, 1205x524)
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>>612491
more pics for this huy
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File: 02.gif (122 KB, 1228x542)
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>>612628
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>>612498
I got https://www.platinumgames.com/official-blog/article/1301 for anyone interested
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File: elbow.jpg (170 KB, 1200x684)
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>>612798
Those are some weird looking peni famalam
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File: hand.jpg (202 KB, 1200x751)
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Bump....

https://www.youtube.com/watch?v=scGF8IlsCsI&feature=youtu.be

>/3 mumbling which soft is better and killing few useful threads here... you suck people.. really
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>>614404
this body type is ridicules, no asian woman in existence had that type of body.
and then you guys complain about woman going for chad thunderhead
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>>614408
It’s not even a human character.

As topology reference, I’d say it’s pretty good.
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>>614417
you wouldn't a non-human would you?
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>Check out link for Full topo breakdown, with deformations and close ups..
https://www.artstation.com/artwork/eNq43


>>614408
>asian
what? why is she "asian"? and why should stylised characters 1-1 resemble human anatomy?
what about the eyes? and her head shape? why did you chose body to complain about and no other featires? have you seen eyes so big on "asian" women?

and first of all you missed that this is fucking Topology thread... and IMHO this is one of better topo breadowns
you can not be an asshole and contribute to releant threads instead of just spewing BS
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>>614404
Was gonna post this, the best topology reference you could possibly have without paying.
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>>614436
Agree..
BTW, can you link to paid better ones?
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>>614422
If that non-human is Pisciasa, I totally would.
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Is this an actually productive thread on /3/? I never thought I would get to see something like this
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>>612425

You don't necessarily need tris. The point is to have less edge loops on the inside than on the outside.
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File: Oknb.png (1.12 MB, 2180x1254)
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>>614404
This is exactly what I was looking here >>612489
Thanks
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>>614516
>an actually productive thread on /3/
What about the WiP threads?
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>>614404
You can get it here https://cubebrush.co/phungdinhdung/products/7fbjoq/stylized-female-base-mesh-pisciasa-edition
use my code: CB-F70703CD to get 20% off your first purchase.
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>>614804
Great work, mate. Can't praise it enough.

But if it is really you, why give your monies to Cubebrush instead of selling directly through Gumroad? Pisciasa deserves more royalties!
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>>614884
I'm just a /3/ anon who found it on cubebrush.
By the way Pisciasa was made for ar war competition from cubebrush. I also found out he whole base mesh was box modeled.
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>>612628
>>612629
I don't like the look of those tris
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>>612418

http://c4d.cn/help/c4dcn/cn/html/TPHONG.html
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File: edgeloop01.png (41 KB, 165x246)
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>>615315
I've seen this posted before, no idea how I'm supposed to interpret it. Is it just explaining smooth shading?




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