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File: asstopo.jpg (182 KB, 1920x1373)
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Why is the topology used for asses not radial, like it is for boobies?
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Because the deformation areas around the buttocks are different than on boobs
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>>684452

Boobies ha ha ha.
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>>684453
is this incorrect, then? Should I use a normal square grid?
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>>684467
Look at that ass pinching on the right and ask me again if that's correct.
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>>684467

Buttocks aren't actually rounded like that they are long and flat. Connect the legs to the torso in straight lines like you have and use loops around the legs and sides like you have to shape them out.
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>>684470
I think it looks ok when subdivided, and while static. Will it give problems when animated?

>>684471
Neither are pecs :/
But tits are not pecs, and butts are not glutei. Should one make topology for the muscles underneath when they are covered by copious amounts of fat?
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>>684467
that is hideous
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>>684473
Do you mean you don't like proportions, or that the topology is horrible? If its the later, I understand it would be considered horrible because it doesn't adhere to the norm of "ass = squared topology". My question is: why should it? Honest question, I'm starting being a round form it seem it would make more sense to be radial.
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>>684474
>>684472
Asses aren't spherical in shape even when you take fat into account. Tits, while not as spherical as a lot of amateur artists like to render them, do have a radial design to them. With the nipples being the center point and what-not.

>>684467
This look very cartoonish and the merging at the center is going to cause a lot of pinching.
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>>684481
Thanks.
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>>684481
While we are on the topic: is there any specific correct direction for the lines to go? In you example the lines come from the leg, at an angle, and from the hip. In this other example to the right the lines come from the leg, at an angle (same as your example) and from the back.
Is one better than the other?
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>>684492
I don't think it really matters as long as you avoid pinching. Edge flow can be achieved in various ways and that's all that's needed to keep things clean looking. Radial versus non-radial has less to do with anatomy and more to do with just keeping things smooth, and it's something you will learn as you get better at modeling organically.
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File: ass2.png (324 KB, 1920x1080)
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Looking for tips in ass building in sketchup. Pic related.
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>>684518
Make the asshole be the door.
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>>684526
I meant building in the sense of character building, despite sketchup being used primarily for yes, building... buildings...
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>>684526
top zozzle
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>>684530
Don't do it.
That's the best advice.
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>>684559
But general advice and modeling tips, I think I can do it just because I want to. This model took me about an hour to do, mostly by drawing lines individually to make connecting faces, I just like the challenge I guess.
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>>684471
I'm so old I remember Metareyes 3.0 for 3D Studio MAX
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>>684467
>that pole
'no'
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>>684467
Unless your character has ass nipples, this topology is the wrong way to goo
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>>684905
>ass nipples
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>>684953
Long Kek
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>>684467
holy shit these blendlet posts are hilarious
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>>684452
Why is it called topology? This is not related to the continuous deformation of shapes without tearing or gluing.
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>>685043
In order to smoothly deform one mesh into another with e.g. a blendshape, the two meshes must have the same topology.

The topology of a mesh is like a simplicial complex.
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>>685046
I think this is beyond my scope of understanding. I know just general topology and a little bit of algebraic topology (pretty much just basic homotopy). I couldn't understand what a simplicial complex's importance is in terms of general of algebraic topology since the number of sides shouldn't matter.
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>>685043

It's from topography. Topology and Polygon = Topology.
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>>685050

Two meshes are homeomorphic with a map that maps the numbered vertices to one another iff they have the same edge-polygon topology.
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>>685055
>>685046
what the fuck
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>>685070
This guy asked what the connection is between the mathematical field of topology and the idea of 3d mesh topology.
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>>685073
And some anon dropped a turd on the keyboard and called it an answer.
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>>685055
the -logy at the end of topology is the same as at the end of technology, psychology, geology, etymology, etc.
it means it is a 'field of study' of the prefix, in this case 'topos' with is latin for 'place'.

so 'topology' can be read as 'placement study'.
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>>685078
What's wrong with my answer?
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>>685078
Also a book reference if you need it, covers simplicial complexes etc. https://epdf.pub/geometry-and-topology-for-mesh-generation.html
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>>685064
This makes a lot more sense. But how are edges important? That's not a topological property, right?

Also, I'm the guy who first asked the question. No one here is me except for
>>685043
>>685050
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>>685104
>>685105
I was referring to this post >>685055.
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>>684467
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>>684467
anatomy studies would've answered this question for you
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>>684471
>>684472
Are you supposed to be following the contour lines of muscles when you typologize?
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>>685485
No, you're following the surface curvature of the model, not the underlying anatomy.
If the character is extremly ripped or emancipated they're basically the same but for a more healthy individual
muscles are always covered in fat tissue obscuring the underlying anatomy to some degree.

Even more so the topology is dictated by deformation zones during animation.
What topology is optimal will differ from what kind of solution bone stucture is deforming the model.
Can you use morphers to preserve volume? can you use dual quaternions or are you stuck with basic linear interpolation?
These are the things that ultimatly will decide what an optimal topology for a given surface should look like.

You won't get this right your first 10 years in /3/ and most professional work don't reach 'optimal' either so don't stress too much.
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>>684518
Why do people do this to themselves?
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>>686552
Autism pretty much.
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>>684452
just do vertical and horizontal topology, weight paint properly and shape morphs based on bone position. you don't need wacky topology to get proper form. you need solid understanding of anatomical structure and how forms change shape as skeletal structure is in motion.
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>>684467
the lines should radiate from the actual anus, in order to be more realistic.
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Will this topo come back to bite me in the ass later?
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>>686552
>>686554
yeah autism for sure
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TLDR:
Topology works as muscle groups do.
The butt is a giant muscle. Boobies are giant balls of fat.

If you Make the buttcheck like a book, it won't animate properly when the character walks, since the butt muscle moves a lot when you move your legs.
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Honestly /3/ where are all you OCD expert high horses faggots? Because every game is a badly animated, clip fest of bad everything. And let's not talk movie CG.
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>>691157
are you salty about something



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