Reallusion Magazine

What is Good Topology?

Mesh topology. Probably the most important yet least utilized and discussed topic among those new to 3D modeling and animation. Why? Because it can be hard to master and implement for many users. This is one of those skills most of us can learn but not all of us will be good at it. Many will go about their 3D journey without considering good topology and its effect on the movement of the mesh.

Clean, good topology means the underlying mesh of the model is evenly distributed with consideration given to areas that bend a lot like the eyes, shoulders, and elbows. In some cases, these areas will consist of denser mesh such as armpits or near the mouth.

Even though I have been in 3D for decades, topology was one of those areas that I knew about from a working perspective but had to research to be able to explain it better. This article depends heavily on that research to explain some facts about mesh topology that you may not have considered before.

Exploring Good Topology: Understanding Different Types of Topology

TRIANGLES (TRIS)

In a 3D mesh, triangles are the fundamental building blocks that make up the surface of a 3D object. A 3D mesh is a collection of vertices, edges, and faces that define the shape of an object in three-dimensional space. Triangles are the simplest type of polygon, consisting of three vertices and three edges.

Triangles make up many models, particularly legacy models. While tris can make just about anything they can also collide and collapse causing the mesh to buckle in an unnatural way or stretching of vertices that is noticeable due to the texture stretching with it.

Key points about triangles in meshes.

Triangles (Tris) based game character.

QUADS

A quad is a polygon with four sides (edges) and four vertices. Quads are often used in 3D meshes to represent planar surfaces or faces of 3D objects. They are an alternative to triangles. Quads have some advantages and are commonly used in certain modeling scenarios.

Key points about quads in 3D meshes:

Quad Topology ZBrush Demo Soldier

DECIMATED (OPTIMIZED) MESH

Decimation involves reducing the number of polygons in a 3D model while attempting to preserve its overall shape and appearance. The goal is to simplify the geometry by removing unnecessary detail, which can be useful for optimizing the model’s performance in terms of rendering, animation, or real-time applications.

The process of decimation typically involves the following steps:

RE-MESHING VERSUS RE-TOPOLOGY

The primary goal of re-meshing is to alter the overall geometry and structure of a mesh, often by changing the distribution of polygons or altering the topology. Re-topology involves creating a new surface for an existing 3D model, often with the goal of improving the topology for better deformation, animation, or UV mapping.

WHY DO WE SAY CHARACTER CREATOR 4 HAS GOOD TOPOLOGY?

Character Creator 4 mesh topology checks off all the important points regarding quality character meshes so you can create a character with the confidence it can withstand the intense scrutiny of a camera closeup.

Learn more: CC3+ Base Model

CLOSING

Before I close, I want to also point out that using tris does not, by itself, mean bad topology. If they don’t collide or bunch up tris are fine. So are less than optimal models that may not have perfect quads and contain mixed tris if they are distributed evenly enough to provide good vertex manipulation for animation and posing.

I repeat… whatever topology you use, even distribution is key. We are not seeking perfection but a workable mesh that won’t twist, collapse, or distort allowing the animator to pay more attention to the details of animation and less time on problematic mesh.

And… as usual, Character Creator has your back when it comes to characters. CC4 takes care of topology by providing clean base meshes and industry-standard optimization and decimation. From smooth, front-line characters to highly decimated background crowd actors, CC4 does the work, while you do the storytelling.

MD McCallum – WarLord

Digital Artist MD “Mike” McCallum, aka WarLord, is a longtime iClone user. Having authored free tutorials for iClone in its early years and selected to write the iClone Beginners Guide from Packt Publishing in 2011, he was fortunate enough to meet and exchange tricks and tips with users from all over the world and loves to share this information with other users. He has authored hundreds of articles on iClone and digital art in general while reviewing some of the most popular software and hardware in the world. He has been published in many of the leading 3D online and print magazines while staying true to his biggest passion, 3D animation. For more information click here.

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