& Construction

Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
& Manufacturing

Professional CAD/CAM tools built on Inventor and AutoCAD
Update the topology of the model by editing the polygons and working with edges.
Transcript
00:03
Let's update this topology
00:06
first, it's good practice to back up the main model.
00:09
So let's duplicate it
00:12
and rename the original
00:14
and then press H to hide it.
00:17
We need a copy because later we will use that to update this model's UVS,
00:22
let's isolate the main body model.
00:25
Ideally, we need nice clean lines made up of polygon strips with quads,
00:30
not triangles,
00:32
something like this model.
00:37
OK. Let's look at this area first on the inner thigh
00:41
because this model is symmetrical.
00:43
We can use the symmetry tools to work on one
00:45
side and it will automatically update the opposite side,
00:50
holding control and shift right, click to bring up the marking menu.
00:54
Now go up to symmetry and then make sure symmetry is enabled.
00:59
You can now see the edges are highlighted blue,
01:01
meaning that they are symmetrical.
01:04
If they turn red, it means that those edges aren't symmetrical.
01:08
So any changes you do on this side will not be updated on the opposite side.
01:13
Now, this is basing the symmetry of the world's position of each edge.
01:17
And as you can see it's mirroring across the X axis.
01:22
If you have issues with the model you can also base it on the model's topology too.
01:27
You just need to define an edge which will
01:29
be the mirror point and choose topology instead.
01:33
OK. Let's switch back to world.
01:36
You can also mirror across the other axes too if needed.
01:41
What I want to do here is simply turn these two triangles into quads.
01:45
So they join the other quads below
01:48
the quickest way to do this,
01:49
which will be less disruptive to the actual model. And its UVS
01:53
is to select these three edges here,
01:57
hold down, shift and right click to bring up the marking menu
02:01
and go down to connect components.
02:05
I'm going to use the insert with edge flow option two because that will
02:09
add the edges while also maintaining the natural curve on the models surface.
02:14
Let's apply that.
02:17
So that's given us more quads.
02:19
But what we can now do is select these edges,
02:23
bring up the marking menu again
02:25
and go to merge collapse edges,
02:28
collapse edge.
02:30
You can see that this has now left us with four triangles,
02:33
but we can quickly turn these into quads,
02:36
just select and delete the inner edges.
02:39
Now let's do the same down here to connect these triangles.
02:43
So select the edges next to the triangles
02:46
and connect the components to add an edge loop.
02:49
Now merge the upper and lower edges
02:52
to convert those quads into triangles.
02:55
Finally delete these edges to turn these into quads.
03:00
So that's the inner thighs looking much better now.
03:03
And the other side has been updated too.
03:06
The new edges we added are making the surface look wrong now
03:09
because the surface normals in these areas are set to hard,
03:13
which makes it look like there's a crease.
03:15
So we just need to soften these back down,
03:18
right, click on the model and go to object mode.
03:20
So we are working on the model as a whole and not the components.
03:25
Although you could just select these edges and do the same thing.
03:28
Now hold shift in the right mouse button to bring up the marking menu again
03:33
and go to soften harden edges,
03:36
soften edge
03:39
that's fixed the surface. Now,
03:43
if we look over in the channel box,
03:44
we can see that all the work we have done is building up under the input section.
03:48
This is the modeling history and it's good practice to clear
03:51
this when you're at a stage that you're happy with the model
03:55
to do this, go to edit
03:57
delete by type history
04:01
and that's all baked into the model.
04:04
So we've cleaned up the topology in this area,
04:06
but the edges aren't flowing in a nice uniform way.
04:09
So let's look at fixing that. Next.
04:12
This time, we are going to use my sculpting tools to help even out the spacing,
04:17
go to the sculpting shelf and click on the relax tool.
04:22
As you can see in the tool tip,
04:24
this will smooth the model's surface without altering its shape.
04:29
This will give us a circular brush to work with,
04:33
let's make sure symmetry is on.
04:35
So right, click on the model and go to symmetry
04:39
also make sure you select object X.
04:41
So it will mirror across the X axis.
04:46
Now as we paint, the surface is evened out, giving us much cleaner topology.
00:03
Let's update this topology
00:06
first, it's good practice to back up the main model.
00:09
So let's duplicate it
00:12
and rename the original
00:14
and then press H to hide it.
00:17
We need a copy because later we will use that to update this model's UVS,
00:22
let's isolate the main body model.
00:25
Ideally, we need nice clean lines made up of polygon strips with quads,
00:30
not triangles,
00:32
something like this model.
00:37
OK. Let's look at this area first on the inner thigh
00:41
because this model is symmetrical.
00:43
We can use the symmetry tools to work on one
00:45
side and it will automatically update the opposite side,
00:50
holding control and shift right, click to bring up the marking menu.
00:54
Now go up to symmetry and then make sure symmetry is enabled.
00:59
You can now see the edges are highlighted blue,
01:01
meaning that they are symmetrical.
01:04
If they turn red, it means that those edges aren't symmetrical.
01:08
So any changes you do on this side will not be updated on the opposite side.
01:13
Now, this is basing the symmetry of the world's position of each edge.
01:17
And as you can see it's mirroring across the X axis.
01:22
If you have issues with the model you can also base it on the model's topology too.
01:27
You just need to define an edge which will
01:29
be the mirror point and choose topology instead.
01:33
OK. Let's switch back to world.
01:36
You can also mirror across the other axes too if needed.
01:41
What I want to do here is simply turn these two triangles into quads.
01:45
So they join the other quads below
01:48
the quickest way to do this,
01:49
which will be less disruptive to the actual model. And its UVS
01:53
is to select these three edges here,
01:57
hold down, shift and right click to bring up the marking menu
02:01
and go down to connect components.
02:05
I'm going to use the insert with edge flow option two because that will
02:09
add the edges while also maintaining the natural curve on the models surface.
02:14
Let's apply that.
02:17
So that's given us more quads.
02:19
But what we can now do is select these edges,
02:23
bring up the marking menu again
02:25
and go to merge collapse edges,
02:28
collapse edge.
02:30
You can see that this has now left us with four triangles,
02:33
but we can quickly turn these into quads,
02:36
just select and delete the inner edges.
02:39
Now let's do the same down here to connect these triangles.
02:43
So select the edges next to the triangles
02:46
and connect the components to add an edge loop.
02:49
Now merge the upper and lower edges
02:52
to convert those quads into triangles.
02:55
Finally delete these edges to turn these into quads.
03:00
So that's the inner thighs looking much better now.
03:03
And the other side has been updated too.
03:06
The new edges we added are making the surface look wrong now
03:09
because the surface normals in these areas are set to hard,
03:13
which makes it look like there's a crease.
03:15
So we just need to soften these back down,
03:18
right, click on the model and go to object mode.
03:20
So we are working on the model as a whole and not the components.
03:25
Although you could just select these edges and do the same thing.
03:28
Now hold shift in the right mouse button to bring up the marking menu again
03:33
and go to soften harden edges,
03:36
soften edge
03:39
that's fixed the surface. Now,
03:43
if we look over in the channel box,
03:44
we can see that all the work we have done is building up under the input section.
03:48
This is the modeling history and it's good practice to clear
03:51
this when you're at a stage that you're happy with the model
03:55
to do this, go to edit
03:57
delete by type history
04:01
and that's all baked into the model.
04:04
So we've cleaned up the topology in this area,
04:06
but the edges aren't flowing in a nice uniform way.
04:09
So let's look at fixing that. Next.
04:12
This time, we are going to use my sculpting tools to help even out the spacing,
04:17
go to the sculpting shelf and click on the relax tool.
04:22
As you can see in the tool tip,
04:24
this will smooth the model's surface without altering its shape.
04:29
This will give us a circular brush to work with,
04:33
let's make sure symmetry is on.
04:35
So right, click on the model and go to symmetry
04:39
also make sure you select object X.
04:41
So it will mirror across the X axis.
04:46
Now as we paint, the surface is evened out, giving us much cleaner topology.