[2M] Topology Overview
[2M] Topology Overview
Where to begin?
So what is the proper topology in 3D modeling?
Let me first show you a few examples where topology became problematic, and then let´s
see if we can find an easy solution to the problem.
In this example, we can see that there is some distortion on the mesh. But we already
know, the closer two edges are to one another, the sharper the area.
So why is this happening?
We can clearly see that corners in the yellow highlighted area are forming a sharper
corner right?
While it is true that two close edges will give a sharper corner, there might be some
deformation if those same edges are super close on one end, and widely spread on the
other.
Like we see in an example above, a wide edge spread area on the left, is gradually
flowing into a narrow edge spread area on the right (highlighted yellow). The transition
between these two areas of the mesh, where we have a big empty area with no edges will
cause deformation. There is simply not enough geometry there to support that structure.
In order to avoid the problem, we would need more edges to release some of that
tension.
So what would be the easiest fix for this problem?
The answer is, create more of an even edge spread (or edge distribution). While adding
new edges, we need to be sure that our edge spread is even and looking like squares.
Also known as quads.
Much better! Ok, so now we know we need an even spread of edges to avoid distortion.
But even spread alone is not enough. If the spread number (or poly count) is too low, we
might encounter the same issue later when we need more geometry for details. So what
do we need to avoid this type of distortion?
We need even edge distribution that is not too dense or not too widespread.
There are positive and negative sides to manipulating edges in both low and high poly
(edge) count. Let´s see what they are.
Great! Two simple rules to begin with. Not so hard to remember right? But is that all?
Nope… we have two more. If we now check our progress, what would be our next step?
Our last example shows that geometry has no distortions due to evenly spread edges,
but now the corners are no longer sharp.
In order to do that properly, we need to get ourselves familiar with supportive edges and
edge flow. Let´s do that next.
Supportive Edges
What is a supportive edge?
Supportive edge will simply make sure that your object maintains sharpness once the
subdivision is applied.
Any edge/shape we wish to tighten will need at least one or two (recommended)
supportive edges. Usually, that is the outline of our model. Two edges close together will
form a sharp corner. We just need to follow this rule.
So in our example, where would we position our supportive edge? We previously
mentioned the outline, right?
If that is the case we can either extrude the outline edges (shown yellow) outside or
duplicate the edge on the inside. And that is how we set a supportive edge.
Once the shape is extruded, the outline edge should ideally be surrounded by 2
supportive edges.
Now we can quickly check how our mesh would look like if we apply subdivision. It looks
ok, and it appears there is no distortion on the surface once we bend it. Good enough so
far.
Edge Flow
What is edge flow, and what is edge redirection?
In many situations, our first three steps will not always give us the result we want. Some
corners might not be as sharp or soft as we want them.
In our case, all of the corners are still very soft, instead of sharp and crisp.
Now we need a way to manipulate the topology we already have to get results we want,
right? But not just that, we also need to keep our topology clean while maintaining quads.
If this area sounds a bit confusing, it just takes practice. More examples you go through,
more it will become clear.
Let´s talk redirection first. We can start from our supportive edges, as they provide
enough geometry to form a sharp corner.
If we go back to the very basics, we would have two examples. One example will have a
soft corner and the other will have more shaper corner. Notice the difference?
So based on the example above, let´s go ahead and apply sharp corners using
supportive edges where we can.
Now we are slowly closing into our final shape, and as you can notice there are only two
more corners to sharpen.
Here is what we´re going to do. We need to rearrange our edges in a way so that they
have a “gravity flow”. Say whaaaaat??
Yeah, its a thing that helped me understand this edges thing a bit better so hopefully, it
will help someone else as well.
In the example below, we can see our current edge flow on the left. But now let´s check
example in the middle.
We have a gray outline which represents our supportive edge. Now let´s also pretend that
there is gravity force there, and depending on which angle we would walk on, that would
be the flow for the edge (shown yellow). We just need to apply this logic to rearrange the
edges, so they work in favor of the shape.
In the example on the right, I now removed the edges that we do not need, so we have
more room to follow the “gravity” of our shape.
Ok, our original mesh is positioned left. Then, as shown in the middle, we would remove
edges we do not need and organize the flow of the ones that do not match the “gravity”
flow. Then, as shown in the example on the right, we would bring back the edges to the
mid areas, to make all edges more or less evenly spread out once more.
This would be it guys! There are multiple other variations on how you could tackle this,
but I tried to keep it straight simple and to the point.
Let´s just break down the rules one more time now that we are done.
NOTE: While these can be simple rules to follow, some factors may vary. For example,
supportive edges can be added later, after you manage your edge flow. But it is a good
practice to get to know the rules first, later the same rules can easily be broken and
manipulated to match your work style.