WEBVTT

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Welcome to good meche topology.

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Now first of all what is meche topology.

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Will two objects can have the same shape themselves yet have a different mesh construction a different

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arrangement of polygons making those up topology can determine how easy it is to edit or animates an

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object.

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If you've made something out of triangles it's going to be a lot harder to edit if you've made something

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out of quads and we'll go through why in a bit.

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Now in general you said this before used quads wherever possible end ons and triangles would typically

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cause pinching.

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In your model.

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Now that's fine if it's hidden out of the way or on something that doesn't move or indeed where pinching

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is desired but often it's not desired we want to avoid it whenever possible.

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So let's go have a quick look at different apology's with the same shape and hop on over into a blender.

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So here we are in blender and I've got three layers all with three spheres on it.

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This is this simple example as I could possibly think of to demonstrate this.

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I've got Layer 1 2 and 3 as you can see the ball changes slightly in its shading etc. There may be a

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scaling issue there but they all look the same and you can't tell their construction by just looking

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at the shape.

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Now if I were to go into edit mode on this you see that this one is made up of quads all the way around

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it and what that means is if we're in face select mode I can start selecting rings around it very easily.

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These face loops going round without any problem whatsoever and that has a great impact when editing

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because you can edit a lot at once.

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If we have a look at perhaps one of the other spheres we have here the same on the second layer.

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By hop into edit mode.

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On this you'll see that it's a uv's Sphere.

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It comes to a pole at the top so similar to the last sphere.

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I can still select some rings going round.

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I can select the all these face loops going around here and the face loops going up and down but you'll

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notice that I can't reach the top or go all the way around so that one is almost as useful as the previous

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one.

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However you will notice that the squares themselves the quads aren't particularly.

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Even they change in size quite dramatically from these small narrow ones at the top to pretty square

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ones in the middle and if we hop over to the previous one you'll see that pretty much all of these quads

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are the same size across the entire model.

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And that also makes it nice and easy to model with.

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To work with.

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Especially if you're sharing files with other people.

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It's very important that we get topology right so someone else can pick it up and work with it.

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The final example I have here is a nother spear and you probably already guessing it is sent IKO sphere.

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Now this would be an absolute pain in the backside to try and work with.

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Because if we try and select any loops there aren't any because every single join is a pole and if we

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remember going back a pole is basically where edges joined together and we can see here there are 1

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2 3 4 5 6 joining this particular vertex here in the middle and Ideally we just want quads so the flow

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of edges goes round one way and round another.

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Now occasionally we can have five or three joining together will discuss that further along in this

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section.

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Now it's not all about quads now.

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Quads are very important but it's topology that defines a Faces key shape or any objects shapes the

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edges.

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In face loops will follow the general features around one's face or any particular object that your

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modelling loops will help with the editing and we'll see that in great detail coming soon and loops

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will help with defamation an animation so if you wanted to make your character smile or frown if you

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were trying to do it it was a triangular mesh.

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It would be a lot more difficult to do.

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Now I've got a couple of examples here all made with quads.

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Now on the left we have bad even though it's all made up with quads in general.

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None of these air edge loops or face loops follow the actual features of the face.

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If we have a look over on the right hand side we can see that the eyes are defined with a loop going

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round them.

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So is the mouth.

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In so is the whole face itself.

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And there's one on the ear as well.

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If we have a look at going a bit further from this so we're going as a very low poly model there.

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If we then go to the next step up you can see that these features are defined even more.

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There's a ring running round the nose.

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You can definitely see that in this second example here you can see the ones going Rammy eyes.

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There's one big one going around the cheeks and round the face.

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And of course the mouth is as a well is well defined by these rings or loops going round.

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And that is what's really important now can be quite challenging to do that and will go through the

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construction of each part of the face in detail and giving you some tools as we go but it's very important

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to realize that it's not all about quads.

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It's also how you arrange them.

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Okay guys it's Challenge time.

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I'd like you to go ahead and plan your topology.

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Now knowing how you're going to create your model is very important.

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So that's what this challenge is all about.

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I'd like to go and get your reference material and mark out the key features and draw on the main face

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loops running around your model balls a video now and give that a go.

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Okay guys.

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Welcome back.

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Let's go have a look at my reference material and let's have a look at where the facelifts will be.

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Okay so in front of us we have a photo of me.

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Now one of the key areas will be around the mouth.

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So let's go ahead and draw a loop around the mouth.

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Now there also be a loop around each eye.

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Now those are pretty well-defined and easy to spot.

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So there we go we've got the loops running around there.

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Now of course we've got another loop that defines the entire face itself.

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So we go all the way around.

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And we're mainly focussed on the front of our face at the moment so we've got one that runs around that

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area.

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There now because of planning these things it helps us work out how we're going to construct our model.

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Now the is we can't really see from this angle so I'm going to focus on those.

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There are a couple of loops that run around because it's in intertwining loop and the is quite complicated

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and will go home for that in more detail.

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Now the nose itself is going to be a loop that runs around the bottom around there around that sort

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of area.

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And there's one more loop as it runs along the top of the bridge of the nose around there and then runs

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down to the chin and back up again.

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And that helps us control our model because that encompasses all the areas where the muscles would be

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moving the skin underneath.

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Now this is our only one way of doing this if you weren't moving certain parts you wouldn't have to

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do all of this in the amount of detail you include.

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Again it will vary depending on the model you're doing going to make it quite a basic model to begin

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with.

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So then we can develop past skills without getting too deep and complicated and time consuming.

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Remember from the last section the more detail you need to do the longer it's going to take.

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And I would rather go through six or seven models and it take me a day or two to do than do one model

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it take me a week and I haven't learnt all of the skills by the repetition going through making these

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models.

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So don't be afraid to make more than one.

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So those are my loops that I'm going to concentrate on when I start making my model.

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How did you define your loops.

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Did you get all of these in here.

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Did you miss a couple.

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Were you surprised about the one that goes across the bridge or around the tip of the nose.

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Please share.

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As always in the discussions and I will see you guys in the next lecture.
