Hey, where can I find some images/references of good modeling topology? I'm talking about for animation of mid poly characters, say 10,000 verts or less, maybe even half. What are some good search terms or websites?
>>673096...you don´t 'create' topology anymore.Retoplogy is now an automated process, and all you do is to draw the control lines and paint weights to control mesh density. You can get a full character body with good topology for aroun 30.000 polys.
>>673108are you new?
>>673108An automated process? Lol what?
>>673108Are you from the distant future or simply retarded?
>>673168>>673158>>673130Then show us your topology, anon.Show us. SHOW YOUR WORK.
>>673197well according to your assertion, topology isn't made anymore and it's just an automated process so naturally no one would be able to "show their work," they would be showing an algorithm's workin reality though it just sounds like you found out about zbrush and zbrush's retopology tool and conflated that with people not doing other forms of modeling
>>673108That's only for those who can afford Zbrush, Idiot.
>>673096Do people wank to figurines like those? Because I think I would.
>>673206I don't quite understand though. If I sculpt a model of a dog to use in a game then have it retop'd by an algorithm, surely it won't be optimal for efficient deformation within a game.
>>673217There is an entire porn industry about this. So the answer is yes.
>>673108Brainlet detected. >>673206Zbrush's retopo system doesn't work effectively at all. You're better off manually retopoing it or starting from the bottom.
>>673108Is this anon from the year 2050 opr just fucking retarded?
>>673096>>673509Don't forget the sauce, OP.
>>673510Are you implying the work depicted in the OP is based on Pisciasa, or asking for source? Because if the latter, I can provide it.
>>673517The latter.>I can provide itPlease do.
>>673518>>673521PS. From the author: https://twitter.com/gahaku34/status/847077073860538370At an exposition (I assume): https://twitter.com/bongeshiki1/status/878842834522038273
>>673521>>673523Thanks, anon,>pygmalionA fitting name, indeed.
Is either of these torsos' topo good for a low poly base body?
>>673108>now an semi automatic processftfy
>>673217Look up the "hot glue" fetish. People wank to and over figures like this.
Bump for quality.
>>677735>https://twitter.com/dyb_wst/status/1108731162334101504...And the patreon subscription count just went up by one.
https://topologyguides.com/^Also http://wiki.polycount.com/wiki/Category:TopologySeriously the polycount wiki is great
>>673108ZRemesher can work wonders but we're still not there yet
>>677872The irony is that it was done in Blender. Probably, in frustration.
>>673502Is the topology here fucking godawful or am I just rarted?
>>678603A little bit of both I suppose. The topology isn't exactly brilliant, some poles are placed in locations that would create unnecessary problems if you where to animate it vividly.The geometry doesn't flow in the right directions everywhere to how the skin would fold if it was a real human. But this is clearly a very anime inspired semi-realistic face that probably wont ever be setup to animate like a real face (a very difficult thing to pull off btw). All in all there are many more things right with it than is wrong with it. In thinking this is 'god awful' it probably means you've drank the kool-aid on someones wild ideas about mesh topology.There are a lot of these third rates wannabe's out there that lacks any real artistic ability or understanding of exploration and timeconstraints of the creative process.So instead of developing an innate sense of how to capture any range of surfaces they obsess over theoretical 'best-practice' way of constructing these things, turning to things like looking at diagrams of wireframes and memorizing that this and that loop must exist on a face topo. Not recognizing that the topology that captures one type of face well isn't automatically the best one for another.If you can't tell that image is made by a talented artist without having someone else validate the topology for you, you're heading down a dark and lonesome road.But it's not to late to turn back, and you're not not retarded just for being a bit mislead.
>>678709POLES DONT CREATE ANIMATION PROBLEMS ARE YOU RETARDED
>>678710All poles create pinching in both the shading and the subdivision, if the pole is moving alot it becomes extra apparant since inavertedly it'll compress the angle on vertices on some side of the pole more than another. Just look up the source code for how the normal is interpolated between vertices and you'll see why this must be increasingly the case anywhere edges meet at more accute angles.>your face in a mirror anon, your face in a mirror.
>>678713nigga thats not how pinching works, pinching is when edges are too fucking close together that it ACTUALLY buckles the topology, theres is absolutely nothing wrong with evenly spaced poles, literally give me any fucking example of poles creating problems with animation ANY FUCKING EXAMPLE.
>>678725Not that kinda pinching. Pinching as in uneven warping in the tightness of the shading, easiest way to observe this it is to create convex or concavetopology with poles and assign a realtime reflective material to it and look how the shading behaves across that surface.On a animated face like that it'd show up as some degree of unwanted warping artifacts in the specular/reflective return in that area.Moving the pole away from the highly glossy skin underneath the eye where the cheek will crease a lot to somewhere where it'll remain fairly immovable and flat is therefore recommended.Thing is stuff like that is things you'd discover on your own as you start rigging the face because you just won't get it right the first time. You will end up testrig and retoplogize the face like 12 times before it starts working well for you.So it's silly nitpicking to require every artist to create geometry to that kind of fidelity before giving them recognition.Like if you look carefully on that face and you see it's prob not even planned to move since the folds in the eyelids are just straight phototexture that'd only work while static.
>>678732again youre wrong, and again you havent provided any examples so fuck off or stop spreading bullshit.
>>678733I generally don't sit down building complex meshes with flawed geometry to prove points to loudmouths on the internet that believes they get to tell people what to do.The mannerism of your impotent rage reminds me a lot of this one guy I used to know. I hope you treat people who can put a name to your face better than you do anons on the internet, things really didn't work out for that dude.
>>678735look faggot, if youre not going to provide videos or images of prove of your retarded notions then fuck off because youre just spreading bull shit that you picked up from /beg/s
>>673510The guy who made this, Dzung Phung Dinh, is working on Subverse.
>>679255I bet the women there feel comfortable around that guy.
>>679382To each his own. But you are spinning your wheels and squandering the prime of your life.
>>679384I'm not hating. You know, when I was a kid we had real porn. It was called Penthouse.
>>679385Oh cool just give me the porn!
>>673108>using ZRemesher for your final topologyAn animator would smack you for that
>>680612100% this, >>673108 is a goddamn newbie
>>673108I'm a newb at zbrush but even i know this post is retarded, I heard TopoGun is good any thoughts?
>>680442Is this actually usable? It looks more like a study than something meant to serve any real purpose.
>>680631Zremesh is pretty decent, good enough for average model imo
>>680612puritans are the worst fucking scum of any field in the history of everything> thee tepelegee has to look perfect hurrrr> nigga I ain't animating that shit> dent yuz zeeremeshr> fuck you, dude
>>681482The nose has been destroyed. The eyes would clip if animated and the ear is connecting to the jaw? Mouth corners look wrong too.
>>681487easy to talk a big game when you don't have to rig and weight paint the shit
>>681487Rig your own shit or comply