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hen I first introduced 3D software into my digital creative toolkit, terms like topology and polygon flow weren't being
used. In these early days of 3D production, the focus was on keeping the polygon count as low as possible to decrease
render times . I often referred to this time in the industry as the CG Wild, Wild West. There was an anything-goes
mentality. Ifthe 3D asset matched reference and rendered within the time constraints of the production, then it was right.
During this time, I created thousands of 3D meshes . When these assets were rigged and animated, I found that sorne
performed better than others . This sparked my curiosity and the beginning of my obsession with mesh topology. Fast-
forward a couple of decades to present <lay, and the art of 3D asset creation has been elevated to higher standards.
Productions require optimized assets to ensure the most efficient workflows for each stage of the production process .
The information I present in this book is an attempt to share what I've learned during my career as a digital modeler in
the hopes that other artists can increase the quality of their digital assets. This resource would have saved me countless
hours and allowed me to focus on what I love most. .. creating. It's important to understand that the information you will
find in this book isn't the truth. It's my truth . My advice is to explore this resource with an open mind, leave with as many
take-aways as you can and use what works best for you.
WHAT CAN YOU EXPECT FROM THIS BOOK? This book is designed to demystify the art of clean topology. Throughout the
pages of this guide, I share production -proven modeling tips and techniques as well as ideologies that have served me
over the course of my career. It's important to note that this resource is not intended to replace your software's manuals
or help files. You should have a working knowledge of at least one 3D software. This book takes a software-agnostic
approach, so you should have no problem following along whether you use MODO, Maya, Max, Blender,
LightWave or any software with standard modeling tools and commands. For those interested, I've used MODO to
demonstrate the tips and techniques in this book, but everything shown can be implemented in your choice 3D modeling
software. Throughout this book, I'll be using common industry terms to describe the components of a 3D mesh and
modeling techniques . Many of the words and phrases used are the informal counterparts of the original terms. Vertices
may be referred to as verts, and polygons may be referred to as polys, for example . It's recommended that you become
familiar with both the official word as well as its slang counterpart(s) .
At the end of each lesson, I recommend practicing the tips and techniques shared before moving on to the next lesson .
While you could ignore these suggestions and speed through until the end of the book, you may walk
away from this training lost, frustrated and no better off than before you read it. Learning isn't a race. To truly increase
your understanding and abilities you need to slow clown. In the end, you'll get there faster. WHAT IS TOPOLOGY? When
discussing 3D models, topology refers to the geometric surface characteristics of a 3D mesh. Topology is often referred to
as Polygon Flow, but the layout of the vertices and edges of a mesh also play an important role in whether a mesh is
considered to have good or bad topology. While many aspects of what defines good topology are universally agreed
upon, there is no true industry standard or set of guidelines . The guidelines that I follow when arranging the topology of
a mesh are based on years of production experience and are very much self-imposed. Though I may speak about them in
a very serious tone or describe them as being important, none of them are written in stone. Learning to produce good
topology is like learning a foreign language. Sure, you could travel to a foreign country and not speak the native language,
but you might find the entire experience to be challenging every step of the way. Trivial tasks like asking for directions,
ordering food or other simple interactions prevent you from true cultural immersion . Being able to speak even a limited
amount of the native language could dramatically change the entire experience. So, how is knowing the process of
creating good topology like knowing a foreign language?
Like traveling abroad without learning a new language, you can get by without learning the "language" of good topology.
You can construct meshes, turning a blind eye to the polygon flow, but you will be faced with unnecessary challenges
every step of the way. Selecting and manipulating meshes while modeling will be more involved, UV'ing can be trickier,
more complex rigs may be required to achieve good deformations and rendering issues may arise. But with a clear
understanding of how to produce good topology, the entire production experience can be streamlined and more
efficient, resulting in a more positive experience . Just like a foreign language, you shouldn't expect to learn
how to create good topology without practice. No amount of material covered in this guide can replace time
practicing what you've learned. As with any art form, you'll need to put in the hours to see results in your work. Once you
are fluent in the "language" of topol - ogy, you'll find that mesh creation becomes easier and navigating the correct path
to good topology becomes a trivial task.
And always remember that the time and attention you put in to constructing clean topology for your meshes pays tenfold
in other areas of the production process . Good topology makes everything better. Well ... wine and good topology, but I
digress. WHEN IS TOPOLOGY IMPORTANT? When discussing the importance of good topology with other artists, I have
found that there are sorne that believe the need for clean topology is limited to meshes that will deform, such as
character models . For meshes that don't deform, such as a car or gun, they follow the ideology of if it looks good in the
render, then it's right. While I understand the idea of an "anything goes" mentality for static meshes, I simply don't agree.
Regardless of what the mesh will be used for in a production, clean topology is easier to select, manipulate, sculpt on, UV,
rig, and much more. Bad topology can not only be more challenging to work with in the areas I mentioned above but can
also add more work to getting a mesh to "look good" in the final render. Can you get a mesh with bad topology to render
correctly? Absolutely. But you might find that less work is required when working with clean meshes . Not ali meshes
need to follow the same guidelines when planning their topology. When working with mesh topology, I place meshes into
three categories; static meshes, meshes that will be deformed and base meshes for sculpting.
STATIC MESHES
Static meshes are meshes that are rigid and will not deform, such as environmental models, vehicles and weapons . They
often have less topology restrictions but can still benefit from clean topology throughout the production process .
SECTION 01
ANATOMY OF 30 MESHES SECTION 01 I ANATOMY OF 30 MESHES 3D meshes consist of three main elements; Vertices,
Edges and Polygons.
VERTICES
A vertex (plural: vertices or vertexes) is the lowest-level component that makes up a 3D mesh. At its core, a vertex is
simply a position in 3D space. A vertex is defined by its X, Y and Z coordinates. It can also store additional information
such as color, normal vector and texture coordinates. Multiple edges and polygons can share the same vertex. A vertex
can also be referred to as a vert or a point.
EDGES
An edge (plural: edges) is a one-dimensional line that connects two vertices. Like vertices, multiple polygons can share
the same edge. An edge is rarely referred to anything other than an edge by experienced modelers, although new users
often refer to edges as lines.
POLYGONS
A polygon (plural: polygons) is defined by three or
more vertices anda closed set of edges. These geometric shapes define the surface of a 3D mesh. A typical 3D mesh
consists ofhundreds, thousands or
even millions of polygons.
A polygon is also referred to as a poly or a face.
f.!lTOPOLOGY WORKBOOK 1VOLUME1 SECTION 01 I ANATOMY OF 30 MESH POLYGONS
Polygons can be made up of any number of points
although not all 3D software allow for one and two-vert polygons . It's more common for software to restrict polygons to
being defined by at least three vertices . Polygons are named according to their
number of sides . The three most common terms used are triangles, quadrangles and n-gons.
...TRIANGLE(TRI) -----------...,
A triangle (three-gon), often referred to as a tri, is a polygon with three sides. QUADRANGLE(QUAD)----------- --
A quadrangle or quadrilateral (four-gon), often referred to as a quad, is a polygon with four sides. N-GON
An n-gon is any polygon with n sides. For example, a polygon with twenty-four sides would be a twenty-four-gon. Most 3d
artists simply call any polygon with more than four sides an n-gon. ALL QUAD MESHES
3D meshes can be made up of polygons with a variety of sides . There is an on-going debate of whether a subdivision
surfaces mesh (discussed next) should be all-quad or not. I practice the "just because you can, doesn't mean you should"
ideology.
While subdivision surfaces allow both triangles and n-gons, they tend to cause undesirable results in renders in the form
of pinching and smoothing errors.
I find all-quad subdivision surfaces meshes to be superior when modeling, UV'ng, rigging, animating and shading, so it's
my opinion and suggestion that you should strive for all-quad topology in your meshes .
SECTIDN 03 MANAGING N-GONS SECTION 03 I MANAGING N-GONS THE BEST N-GONS ARE THE UNES THAT
ARE GONE
As we learned earlier, n-gons are polygons that have more than four sides. Like triangles, they tend to cause
undesirable results in renders in the form of pinching and smoothing errors. They can prevent topology from
having clean loops, and sorne software won't accept n-gons or have trouble interpreting them .
While sorne artists work with n-gons in their SubD meshes, most of the industry agrees that they shouldn't be used.
Though I shared my thoughts about this earlier, I think it's worth repeating . I find all-quad subdivision surfaces meshes to
be superior when modeling, UV'ng, rigging, animating and shading, so it's my opinion and suggestion that you should
strive for all-quad topology in your meshes . Although the car mesh below has several flat areas that could easily contain
n-gons, it's an all-quad mesh. This insured clean reflections at render time, the ability to deform the mesh during
animation, and the option to take advantage of many more selection options while modeling, UV'ing and rigging . So,
enough trash -talk about n-gons.
The best thing about n-gons is they are easy to manage . Like triangles, if you choose to work with n-gons, my suggestion
is to strategically place them in areas that won't deform during animation . You will also want to keep them away from
surface edges and limit them to flat areas of a mesh that are bordered by quad loops. But your best plan of attack is to
simply avoid them and build all-quad meshes . Now that you know how to remove triangles from a mesh, N-gons will be
our next focus. Let the N-gon deconstruction begin!
SECTION 03 I MANAGING N-GONS
REMOVING N-GONS WITH 5 SIDES 1 01
A pentagon (5-gon) can be easily managed with the following steps. Step 01: Locate the n-gon.
Step 02: Use the Polygon Split command or Edge Slice tool to create a new edge splitting the n-gon into quad and tri
polygons . Use one of the techniques you learned in Section 02 to manage the triangle and have an all-quad mesh .
REMOVING N-GONS WITH 6 SIDES 1 02
In this example, we'll manage a hexagon (6-gon) using the same process that we used above. Step 01: Locate the n-gon.
Step 02: Use the Polygon Split command or Edge Slice tool to create a new edge splitting the n-gon into two quad
polygons . When working with a 6-gon, you have three possible configurations you can choose from when converting it to
two quads . You'll want to choose the best option for the topology you need for the area of the mesh you are working on.
Because the n-gon had an even number of sides, it could be easily converted into quads. This is another
example ofhow working with an even number of
components works in your favor.
SECTION 03 I MANAGING N-GONS
REMOVING N-GONS WITH 6 SIDES 1 03
This is another useful technique for managing 6-gons. Step 01: Locate the n-gon. Step 02: Create two new edges splitting
the n-gon into two tris and a quad using Polygon Split or Edge Slice. Then use one of the techniques you learned in
Section 02 to manage the triangles and have an all-quad mesh. REMOVING N-GONS WITH 6 SIDES 1 04
This technique introduces a new tool for managing 6-gons. Step 01: Locate the n-gon.
Step 02: Select the n-gon.
Step 03: Use the Spikey Tool to create new edges connected to a new vert in the center of the n-gon. The Spikey Tool is a
polygon tool that takes selected polygons, adds a vertex to the center of the polygon and creates new edges connecting
ali the verts of the
polygon to the center vert.
Ifyour software doesn't have a tool like the Spikey tool, use the bevel and collapse technique covered in Removing Two
Triangles 1 02. Step 04: Select the edges in the center shaped like an X.
Step 05: Delete/Remove the selected edges.
With these steps completed, the n-gon is converted into two quads.
SECTION 03 I MANAGING N-GONS
REMOVING N-GONS WITH 6 SIDES 1 05
Sometimes the solution is to delete the n-gon and work from there, as shown in this example . Step 01: Locate the n-gon.
Step 02: Select the n-gon. Step 03: Delete the selected n-gon. 03 Step 04: Select the edges in the center that are
across from each other. Step 05: Join the selected edges using the Join Edges
command.
Join Edges allows you to weld two edges together. If your software doesn't have a Join Edges command, simply join the
verts that make up the edges. With these steps completed, the n-gon is removed,
leaving an all-quad mesh.
SECTION 03 I MANAGING N-GONS
REMOVING N-GONS WITH 1SIDES1 01
Here is another example of managing an n-gon with an odd number of sides. This time we'll manage a heptagon (7-gon).
Step 01: Locate the n-gon.
Step 02: Use the Polygon Split command or Edge Slice tool to create a new edge, splitting the n-gon into a quad and 5-
gon. Step 03: Use the Polygon Split command or Edge Slice tool again to create a new edge, splitting the 5-gon into a quad
and triangle. Use one of the techniques you learned in Section 02 to manage the triangle and have an all-quad mesh .
SECTION 03 I MANAGING N-GONS
REMOVING N-GONS WITH 8 SIDES 1 01
Octagons (8-gons) are extremely easy n-gons to tackle since they are made up of an even number of sides. Let's take a
look. Step 01: Locate the n-gon.
Step 02: Select the n-gon.
Step 03: Use the Spikey tool to create new edges connected to a new vert in the center of the n-gon. Ifyour software
doesn't have a tool like the Spikey tool, use the bevel and collapse technique covered in Removing Two Triangles 1 02.
Step 04: Select the edges in the in the center of the configuration shaped like an "X:'
Step 05: Delete/Remove the selected edges.
With these steps completed, the n-gon is converted into two quads.
SECTION 03 I MANAGING N-GONS
REMOVING N-GONS WITH 9 SIDES 1 01
An n-gon with nine sides is called a nonagon (9-gon) . Don't let the name fool you. This is definitely an n-gon, and you'll
definitely want to avoid it in your topology. Step 01: Locate the n-gon.
Step 02: Select the n-gon.
Step 03: Use the Spikey Tool to create new edges connected to a new vert in the center of the n-gon. Ifyour software
doesn't have a tool like the Spikey tool, use the bevel and collapse technique covered in Removing Two Triangles 1 02.
Step 04: Select the edges in the center of the configuration shaped like an "X:'
Step 05: Delete/Remove the selected edges.
With these steps completed, the n-gon is converted into four quads and a single triangle . Use one of the techniques you
learned in Section 02 to manage the triangle and have an all-quad mesh .
SECTION 03 I MANAGING N-GONS
REMOVING N-GONS WITH 10 SIDES 1 01
An n-gon with ten sides is called a decagon (10-gon). We're back to even numbers again.
Step 01: Locate the n-gon.
Step 02: Use the Polygon Split command or Edge Slice
tool to create two new edges, splitting the n-gon into a quad and two 5-gons . Step 03: Use the Polygon Split command or
Edge Slice tool to create a new edge, splitting the two 5-gons and quad into six quad polygons . With these steps
completed, the result is an all-quad mesh.
SECTION 03 I MANAGING N-GONS
REMOVING N-GONS WITH 24 SIDES 101
As extreme as this example is, there will be times you will want to manage an n-gon with a large number of sides. One
example would be capping the ends of a cylinder when working with pipes and tubes. In this example we'll manage an
icositetragon (24-gon) .
Step 01: Locate the n-gon.
Step 02: Select the n-gon.
Step 03: Delete/Remove the selected n-gon.
Step 04: Select the boundary edges of the newly created hole. Step 05: Use the Fill Quads command to rebuild the surface
with quad polygons . Fill Quads is a command that attempts to fill any open holes within a mesh using only quad polygons
. Ifyour software doesn't have this command, you could use the Bridge Tool to produce the same results or you could
manually patch the hole with quad polygons . With these steps completed, the offending icositetragon is removed, andan
all-quad mesh is created.
SECTION 03 I MANAGING N-GONS N-GONS BE GONE
Managing Triangles . Check. Managing n-gons. Check.
You're well on your way to gaining full control of your SubD mesh topology. Removing both triangles and
n-gons from your meshes will afford you so many options for configuring polygon flow. As you learned in the exercises in
this section, breaking clown n-gons into triangles and quads is a trivial task. With justa few steps you can reduce n-gons to
all-quads or triangles and quads .
Although I'll continue to suggest working with
all-quad polygons, if you choose to take a different approach with your meshes, I hope you'll at least refrain from using n-
gons . Allowing n-gons in your meshes removes any and all control over how those polygons will
subdivide . Using the techniques you now have in your modeling arsenal to create an all-quad mesh, you get to dictate to
your software how each and every polygon will be subdivided. Before moving on, I recommend practicing everything
you've learned so far. We will be covering new ground in the following sections of the book, and you want to make sure
you continue with confidence in your new topology skills.
@j_J
_ _l_ ®- -)- - -
Step 05: Use the Spin Edge tool to rotate the edge. This will create two Black Dots. Step 06: Select the four edges
connected to the Black Dot.
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1
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Step 07: Delete/Remove the selected edges.
1 •1 "
- -- -- - - -- -- t--- -·-¡---.-...¡.---1
The six polygons are now four, and the two neighboring 3-edge poles have been removed .
SECTION 04 I SPINNING EDGES
SPINNING EDGES 1 09
This four-poly configuration gives usa chance to really
put spinning edges to use . Follow these steps and give it a spin. Step O 1: Locate and select the center edge of the four-
polygon configuration . (03) (04) 0- 1/ )-
Step 02: Use the Spin Edge tool to rotate the edge. Two Black Dots will be created. Select the edges that are connected to
the black Dots. Step 03: Delete/Remove the selected edges.
Step 04: Select the left edge on the lower 3-edge pole .
ro52 f- - - ... -- - (06} ,
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,
- - -- -
·· ,,,
/
Step 05: Use the Spin Edge tool to rotate the edge. This will create a Black Dot. Step 06: Select the left edge on the lower
three-edge pole. Step 07: Use the Spin Edge tool to rotate the edge. This will create another Black Dot.
-- - - -- ·-·, - -
Step 08: Select the edges that are connected to the Black Dots and Delete/Remove them. The four polygons have been
removed .
SECTION 04 I SPINNING EDGES
,01 ;
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1- 1-
1- 1- ,_,.
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SPINNING EDGES l10
Spinning edges to redirect polygon flow is a great way
to cut shapes into your topology. In this exercise, the following steps produce a perfect ring polygon loop. Step 01: Locate
the polygons you'd like to reconfigure .
Step 02: Select the four comer edges based on your experience from the Spinning Edgesl 02 exercise. Step 03: Use the
Spin Edge tool to rotate the edge. A ring polygon loop is created. Step 04: Select ali of the polygons that make up the ring
1- --:.---
1->---- -· .. - .. 1-
as well as the polygons inside the ring .
1->--
flf fl - r:::\
- - ¡'rf 1-
- --r--i.---- -- -
-- - '---
--¡-... -
Step 05: Use Radial Align to reshape the selected polygons into a circular shape. The Radial Align tool moves the verts
that make up the selected geometry along a cirde. Ifyour software doesn't have a similar tool, manually adjust the
topology to mimic the results of Radial Align.
-- --
fü-- J l---
-1- -Ttllttr- ·-- --- /'-.--
Step 06: Add additional edge loops to refine the ring
shape. Tools such as Bevel, Add Loop, and Loop Slice
can all tackle this process .
With just a few steps, cutting ring shape polygon flow into your topology can be accomplished .
SECTION 04 I SPINNING EDGES
,01 ;
f\_,, r\_,, ,.._ ,.._
I
./ I
-.
SPINNING EDGES l11
I often find myself needing to cut letters and numbers
into the topology of my meshes . With the practice you've put in, you already have the knowledge to accomplish this
trivial task. In this example, we'll cut in the letter B to get a quick look at just how easy the process is. Step 01: Locate the
polygons you'd like to reconfigure . Step 02: Select the edges you'd like to spin to reconfigure the polygon flow.
,.._,
' --- -
V
Step 03: Use the Spin Edge tool to rotate the edges.
Step 04: Add additional edge loops and adjust the placement of the verts to refine the shape of the B. You can also
continue to refine the topology by removing the three-edge poles that we created during the spinning process if you so
desire.
SECTION 04 I SPINNING EDGES
SPINNING EDGES l12
For the final spinning exercise I thought it would be fun
to create a base mesh for an ear, starting with two quad polygons . This is the process I use when creating the majority of
my characters' ears, regardless of the style of character. Step 01: Locate the two quad polygons you'd like to use to build
an ear. Step 02: Use the Bevel tool three times to inset three polygon loops. Step 03: Select the edge shown in the image,
and use the
Spin Edge tool to rotate the edge.
Step 04: As you can see, the letter "g" or the number "9" has been configured into the topology. This makes for a great
start for the natural spiral shape of an ear. Adjust the topology as seen in the image. Step 05: Select the "g" shape
polygons and shift them away from the surface using the Bevel tool. Step 06: Adjust the verts to refine the shape of the
ear.
With just a few steps, creating the topology for an ear can
be a trivial task. Take note that the ear was built inside the same areas
the two polygons were located without affecting the area around them .
f.!lTOPOLOGY WORKBOOK 1VOLUME1 SECTION 04 I SPINNING EDGES YDU CAME. YDU SPUN. YDU CONQUERED.
For many artists, spinning edges is a mystery. I've often
heard Spin Edge referred to as the devil's command but having successfully made it through this section of the book, you
should have full control of spinning edges. There are a few things to remember about this power command. Spinning an
edge <loes not affect the vertex IDs or Edge IDs and although spinning an edge might appear to affect the bordering
topology on a SubD mesh, it doesn't. There are three possible positions for
an edge that separates two quads but only two outcomes when spinning an edge between
two triangles .
Although you can spin multiple edges at the same time, as we've seen throughout the lessons in this section, it's not a
good idea to spin multiple edges that share the same vert(s) .
Stop for a minute and take in just how much ma- terial you've covered so far. You've expanded your problem -solving
abilities by adding these modeling techniques to your skillset. Remember to put them into practice as often as you can to
not only work more efficiently, but to continue to work them into your muscle memory. You're well on your way to
mastering the topology of SubD meshes . Let's continue to the next section of the book.
\ --1 t
--- ----
Step 05: Select the four edges in the center of the configuration in the shape of a cross and the two diagonal edges
shown in the image. Step 06: Delete/Remove the selected vert and the select-
ed edge.
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1 - '
1 1
1
_.-,/-
----r----
The two arced polygon loops that were created can be incredibly useful when reconfiguring the topology of yourmesh .
SECTION 05 I MANAGING PULES
MANAGING PULES l12
The last exercise explored shifting a 3-edge pole clown.
This exercise shares a technique for moving a 3-edge pole up to a higher polygon loop. Step 01: Locate the 3-edge pole
you want to shift up a row. Step 02: Select the edge located above the tip of the pole.
Step 03: Bevel the selected edge using the Edge Bevel
tool.
Step 04: Select the edge shown in the image. roo
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1 l
Step 05: Collapse the selected edge using the Collapse
command. A Black Dot will be created in the process .
Step 06: Select the Black Dot and the center edge connected to the three 5-gons.
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1 1 )(
Step 07: Delete/Remove the selected vert and the select-
ed edge.
Step 08: Cut a new edge to split the final n-gon using the Edge Slice tool to create an all-quad mesh . The 3-edge pole has
been shifted to a higher row.
SECTION 05 I MANAGING PULES
MANAGING PULES l13
Using the process shared in this exercise enables
you to separate two connecting 5-edge poles . This configuration frequently shows up when two polygon loops border
each other. Step 01: Locate two connecting 5-edge poles you'd like to manage. Step 02: This technique will work on any of
the edges shown selected in this image. Step 03: Select one of the edges from Step 02.
Step 04: Use the Spin Edge tool to rotate the selected edge. Once again, spinning edges made light work of reconfiguring
our
topology.
SECTION 05 I MANAGING PULES
PULE fITNESS
With the ability to manage poles in your topology,
you're in great shape! Although you can always refer to this guide as a reminder on how to tackle specific topological
challenges that may arise when modeling, committing them to memory will allow you to work faster and more efficiently.
In time, you will find that you're spinning edges to redirect polygon flow without thinking about it. This is when modeling
truly becomes a fun experience . Instead of focusing on the "technical" aspects of your mesh's topology, you're free to
focus on
the form you're creating. PULES APART
Try and remember to be strategic with where
poles are placed within the topology of your meshes . Key take aways from this section should be to minimize the number
of poles in the topology of your mesh and to try and avoid poles with more than five edges. Avoid poles on surface edges
and minimize the poles that are connected to other poles . All of these "rules" can seem overwhelming at first, but in time
they will become second nature to you. Try and remember that learning isn't a race. There is plenty of time for you to
digest this information . The important thing is to enjoy the journey. You'll arrive at the destination when you're supposed
to.
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1
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-1 ../-\. ,/ ' ,/ '
Your choice of edge selection in Step 05 will determine the outcome of this technique . Both options result in four quad
polygons . You can also see that two 3-edge poles and two 5-edge poles were created.
Ifyou'd like to remove this pole and convert the four polygons into three, don't forget about the technique you practiced
in the Spinning Edges 1 07 exercise in Section 04.
1
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l
1 1
\
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1 --
1
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---
As always, there is more than one way to tackle any
task. In this example we'll create another hole using an alternate method . Step 01: Start with a gridded mesh and select
four quads . Step 02: Inset the selection using the Bevel tool.
Step 03: Use the Radial Align tool to reshape the selection into a perfect circle. Step 04: It may appear as if nothing
happened after Step 3. Convert the mesh to standard polys to view the result
of the Radial Align tool. You can see that it <lid, in fact, relocate the verts that made up the polygon selection. Step 05:
Convert the mesh back to SubDs and delete the selected polygons to create a hole. Step 06: Alternatively, instead of
deleting the polygons, inset them using the Bevel tool if you want a round shape in your topology without a hole. This
technique can be useful if you want to extrude cylindrical shapes from your flat, square meshes .
8 TD4 8T03 14 TO 6 : 1
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,_
\ \/ ............ ) / "'
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r\,
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1
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...
SECTION 07 I TOPOLOGY REFERENCE
REDUCTION GUIDES 1 04
Radial reduction can be extremely useful when working on bottles and container meshes . These two examples show
transitioning from 16 to 8 segments in both directions.
POLY SUBO
f.!lTOPOLOGY WORKBOOK 1VOLUME1 SECTION 07 ITOPOLOGY REFEREN
WIREFRAME GALLERY
f.!lTOPOLOGY WORKBOOK 1VOLUME1 SECTION 07 ITOPOLOGY REFERENCE WIREFRAME GALLERY
f.!lTOPOLOGY WORKBOOK 1VOLUME1
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f.!lTOPOLOGY WORKBOOK 1VOLUME1
WIREFRAME GALLERY
f.!lTOPOLOGY WORKBOOK 1VOLUME1
f.!lTOPOLOGY WORKBOOK 1VOLUME1 SECTION 07 ITOPOLOGY REFERENCE WIREFRAME GALLERY
f.!lTOPOLOGY WORKBOOK 1VOLUME1 SECTION 07 ITOPOLOGY REFERENCE WIREFRAME GALLERY
f.!lTOPOLOGY WORKBOOK 1VOLUME1
WIREFRAME GALLERY
SECTION 07 ITOPOLOGY REFERENCE WIREFRAME GALLERY SECTION 07 ITOPOLOGY REFERENCE WIREFRAME
GALLERY FINAL THOUGHTS