keskiviikko 29. joulukuuta 2010

3D Character topology

I have been using mostly low or middle poly characters and as an animator I have not really paid too much attention how the models are constructed if they have worked with the needed deformations. Recently I have wanted to create heavily muscled creature in 3d and started to look for examples to create optimal edge flow for the muscle deformations. There are some basic rules when creating models, like trying to avoid n-polygons(due to texture distortion) and points where more than 4 edges connect (due to pinching), but there are still many ways to create model that follow these rules, but have different sort of edge flows. Sometimes the flow is created for optimal texture distortion sometimes for optimal muscle distortion (edges follow the muscles). I even tried to ask for an answer from XSI base forums http://www.xsibase.com/forum/index.php?board=10;action=display;threadid=44088 , without an answer. I was unsure what is the best way to go when creating my character, but I have finally found the answer from here:

http://wiki.polycount.com/ShoulderTopology

It seems that you should go for texture based edge flow for low poly characters and more natural deformation flow for high poly/advanced rig characters.

You can also find other topology examples from the site.

keskiviikko 1. joulukuuta 2010

New showreel

Managed to finally finish my new personal showreel and you can see it at vimeo or on my website:
http://vimeo.com/17377109
5ille.com