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Showing content with the highest reputation on 06/13/2021 in all areas

  1. Thank you very much,Rectro! I'll look into these and message Cerbera later on.
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  2. Hi. There is alot to cover there but I will start with knowing the fundamentals of modeling and how to reproduce structures is the key to understanding topology as that what topology is, the structure of something. Topology for characters is about two things, anatomy flow, and deformation loops. You will always have poles where more than 4 faces share a single vert as when a direction change is required is where your see these. This means you generally choose poles to be on flat surfaces as poles tend to produce star artefacts on curves with sds applied. You need to understand how to model for both sds models and non sds models which will then need to hold its own bevels on edges. You would generally not assume that any hard surface had a perfect hard edge, this is not the case in real life and all edges have a bevel this is one reason why renders look flat and unrealistic. Modeling is best done low poly, this will let you get the basic structure in place. Another thing you need to take into account is where your edges are for selection of seams for UV mapping. The Uv map needs to reflect the 1:1 shape, scale and ratio to the actual model otherwise there will be distortion. A checker texture map is often placed on the model during this process to check that each square is the correct shape and size to others over the model. Dont worry about the texturing side too much at the moment, get the modeling down, and Uvs. I will post some links up for some tutorials. This guy has some good tutorials, both free and paid for https://elementza.com/mastering-3d-modeling-cinema-4d/ Here is a nice resource on topology. https://topologyguides.com/ @Cerbera does one on one training which will get you there faster. And here is a book thats worth getting which got myself https://gumroad.com/l/TepOz Dan
    1 point
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