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Topology Chapter 1

By Diego Maia
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Date Added: 15th May 2013
Software used:
3ds Max

## Introduction

Over four chapters we'll be talking about topology. This is a subject that causes problems to many people and in most cases the problem is purely in simple details that can be easily avoided if we plan our modeling and try to get clean topology.

There are a large number of issues that are recurrent concerning topology, especially when the models are made for animation. This will be our focus: making good topology for animation. Once you can do this you should be able to cope with anything, even high poly models for still images (Fig.01 - 02). We will also look at how to achieve functional topology. We will talk about the theory of edge loops .The tools we use to do this will not be focused on, as what is important is the principles. Once you understand these they can be applied in any package.

Fig. 01

Fig.02

To begin it is important to say that when it comes to modeling there is no single correct way to work. Every modeler should understand the way that works best for him or her and choose their own pipeline and method. In this series I'll be working with a pipeline that works for me in most cases, especially for characters. Nevertheless there is a short list of things that are important to keep in mind. So let's get started.

I'll be demonstrating these points using a character from a personal project (Fig.03). His name is Miranda. We won't focus on the modeling process so we will move straight onto topology.

Fig. 03

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