I dunno how helpful this would be, but for body topology, especially around the shoulders and hips, apart from the location of loops, I also like to look and see where the topology has different numbers of quads around a vertex. In the most basic sense, the number of quads around a vertex can tell you that the mesh bulges out at a specific point (think of like, hyperbolic/spherical space visualizations, where there's more or less space crammed into the same number of 90 degree turns). Note in the reference images for body topology how some vertices around parts that bulge out have five quads sharing it, i.e. around the groin in the hip, the corners around the buttocks, right around the middle of the shoulder, etc. Other places have only three quads sharing a vertex, mainly around the apexes of these areas which bulge out. Make sure these convex/concave vertices are in the right locations relative to your loops since they kinda determine where they will "turn," in a kind of topological sense (basically which way the "select edge loop" option makes it go)
you forgot to explain bout double join amature bone for elbow and for kneed, double join bone amature is usefull for better bending structure for mesh..... sorry for my bad spelling english :3
I had a 3d class in my masters degree and they didnt teach us this stuff. I was so lost on how i shouldve aboard the character, this would be só helpful
new to caring about topology, are you starting with these loops and building the model off of them/connecting them? or are you sculpting these models then going in after the fact to add these?
I have a question about A-posing vs T-posing models. You may or may not have an answer for this particular case, but I thought I'd at least ask. I'm trying to make a model of a bird-like dinosaur with wings. Birds (especially when lifting off) can make their arms go almost completely vertically up, as well as down. I can't post a link, but googling "bird wing range of motion" or looking up videos of birds in flight should help you get a clear visualization. Because of this, would a T-pose be closer to the middle of both ends? Or would an A-pose still be better in this situation? Thanks!
It's really easier than I thought it was! Great job explaining that!
I dunno how helpful this would be, but for body topology, especially around the shoulders and hips, apart from the location of loops, I also like to look and see where the topology has different numbers of quads around a vertex. In the most basic sense, the number of quads around a vertex can tell you that the mesh bulges out at a specific point (think of like, hyperbolic/spherical space visualizations, where there's more or less space crammed into the same number of 90 degree turns). Note in the reference images for body topology how some vertices around parts that bulge out have five quads sharing it, i.e. around the groin in the hip, the corners around the buttocks, right around the middle of the shoulder, etc. Other places have only three quads sharing a vertex, mainly around the apexes of these areas which bulge out. Make sure these convex/concave vertices are in the right locations relative to your loops since they kinda determine where they will "turn," in a kind of topological sense (basically which way the "select edge loop" option makes it go)
this is exactly what i was looking for! thank you so much
Glad It could help!
This is amazing content and you're a great teacher ty!
Thank you os much!!
Very informative. Thanks man!
you forgot to explain bout double join amature bone for elbow and for kneed, double join bone amature is usefull for better bending structure for mesh.....
sorry for my bad spelling english :3
I'm not sure what you're talking about, also this is a video about topology not rigging, I might be able to make a video on that in the future
Your videos are super informative, thank you
Thanks. i just snatched the image from 0:59
I had a 3d class in my masters degree and they didnt teach us this stuff. I was so lost on how i shouldve aboard the character, this would be só helpful
Thank you. This was so helpful and well layed out.
bruh, thats really awesome!
What a nice tutorial. It's really helpful. thanks.
Glad it was helpful!
Very helpful video. Thank you!
Glad it was helpful!
should the joints be at least a hexagon or squares are fine enough?
new to caring about topology, are you starting with these loops and building the model off of them/connecting them? or are you sculpting these models then going in after the fact to add these?
Would be really cool to have access to that image collage you used
is there anywhere i could find these diagrams? like a link or something
it's just images i compiled from the Internet but you're welcome to screenshot them
@@ThomasPotterthx for a video! Now u don't shared your purRef files to any network, discord or etc? It would be very useful!
@@arankeks3390 I second this
you're just explaining it, how do i actually input this into my models?
Love your hard work
Thanks for pouring gold into the community pot we already had to much copper
Дякую за відео)
I have a question about A-posing vs T-posing models. You may or may not have an answer for this particular case, but I thought I'd at least ask.
I'm trying to make a model of a bird-like dinosaur with wings. Birds (especially when lifting off) can make their arms go almost completely vertically up, as well as down. I can't post a link, but googling "bird wing range of motion" or looking up videos of birds in flight should help you get a clear visualization.
Because of this, would a T-pose be closer to the middle of both ends? Or would an A-pose still be better in this situation?
Thanks!
I think usually when I make birds I would make it closer to a T pose
Since that means you're getting a full 180 degrees or more of motion T posing and having equal geometry on both ends of the joint is the goal.
links & references pls 🙏🙏🙏
IDK, I made this a while ago, I probably won't be able to find the references
What Program do you use to show presentation with us?
Pureref, I'll do a video about it soon
Great video!!
Thanks!
thomas potter's back?? :O
Yeah, It's been a while
感谢!
why is the audio out of sync?
What parts are out of sync?
Thomas Potter is the best
CC really struggles with this guy's videos. :(