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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
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Discover how to check the model topology to ensure appropriate deformation during animations.
Type:
Tutorial
Length:
3 min.
Transcript
00:03
Now,
00:04
we need to check what is probably the most
00:05
important element of any model and that's its topology.
00:10
I'll switch on default lighting
00:12
and disable the textures.
00:14
I'll also turn on wireframe unshaded. So we can see how the polygons are formed.
00:21
So now we can see the model.
00:23
The first areas I like to check are the head and face.
00:27
When working on a facial rig, you need to make sure the head can support one
00:30
and I can see straight away this one won't,
00:34
the mouth has been modeled closed. So we can't open it.
00:38
If I hide the head,
00:39
there are no inner mouth teeth or tongue models.
00:42
These elements along with the wall of the mouth are often referred to as a mouth bag.
00:47
So if this was to have a facial rig,
00:49
I would need to contact the artist who built it and ask them to update the head.
00:53
Other areas we would need to check are how the edges float along the surface
00:57
and how many edge loops are around deforming areas like the eyelids and lips.
01:02
There needs to be enough topology so the eyes can close
01:05
and the lips can deform
01:07
in this instance, these areas would need adjusting too.
01:11
There's not really much point in doing it at this
01:13
stage because we're not going to be adding a facial rig
01:17
when building a head model or in fact, when building any organic model,
01:21
you should try to follow the natural muscle lines.
01:24
So basically, the polygon edges try to match how the underlying muscles are formed.
01:30
This means the model will deform in a much more natural way when animated.
01:34
So for this workshop, it unfortunately means we won't be building a facial rig,
01:38
but we will be looking at a more detailed facial rig set up in a future course.
01:43
Let's instead focus on the rest of the model.
01:46
It looks like there are quite a few problem areas here.
01:49
We have a lot of triangles which are not an issue when placed correctly,
01:53
but these seem to be all over the place
01:56
here. For example, in the inner thigh,
01:59
we have similar issues up here with lots of triangles which aren't needed.
02:05
There are triangles up here
02:08
and down here
02:10
and here.
02:11
In fact, there are a lot of areas that need reworking on this model.
02:16
The problem with all these triangles is they
02:17
will cause problems as the model deforms,
02:21
the surface will pinch and tear in areas and in some cases cause unwanted creases,
02:27
the fingers need to be able to bend.
02:29
So it looks like we may need to add another edge loop around the knuckles,
02:33
we need this because as the finger bends,
02:36
the polygons around this area will stretch
02:38
and ultimately look very sharp and angular.
02:41
Having another edge loop will give us a nice natural curve instead,
02:46
lots more triangles up here.
02:49
OK.
02:49
So to be honest at this stage,
02:51
I would normally send this model back to the
02:53
artist with a list of suggested changes and improvements.
02:57
But instead, let's use it as a learning exercise and update the model ourselves.
03:02
It is important to state though that you
03:04
shouldn't do this without the client's permission.
03:07
They may have a pipeline which needs to be adhered to.
03:10
So they may have to do the updates themselves in house.
Video transcript
00:03
Now,
00:04
we need to check what is probably the most
00:05
important element of any model and that's its topology.
00:10
I'll switch on default lighting
00:12
and disable the textures.
00:14
I'll also turn on wireframe unshaded. So we can see how the polygons are formed.
00:21
So now we can see the model.
00:23
The first areas I like to check are the head and face.
00:27
When working on a facial rig, you need to make sure the head can support one
00:30
and I can see straight away this one won't,
00:34
the mouth has been modeled closed. So we can't open it.
00:38
If I hide the head,
00:39
there are no inner mouth teeth or tongue models.
00:42
These elements along with the wall of the mouth are often referred to as a mouth bag.
00:47
So if this was to have a facial rig,
00:49
I would need to contact the artist who built it and ask them to update the head.
00:53
Other areas we would need to check are how the edges float along the surface
00:57
and how many edge loops are around deforming areas like the eyelids and lips.
01:02
There needs to be enough topology so the eyes can close
01:05
and the lips can deform
01:07
in this instance, these areas would need adjusting too.
01:11
There's not really much point in doing it at this
01:13
stage because we're not going to be adding a facial rig
01:17
when building a head model or in fact, when building any organic model,
01:21
you should try to follow the natural muscle lines.
01:24
So basically, the polygon edges try to match how the underlying muscles are formed.
01:30
This means the model will deform in a much more natural way when animated.
01:34
So for this workshop, it unfortunately means we won't be building a facial rig,
01:38
but we will be looking at a more detailed facial rig set up in a future course.
01:43
Let's instead focus on the rest of the model.
01:46
It looks like there are quite a few problem areas here.
01:49
We have a lot of triangles which are not an issue when placed correctly,
01:53
but these seem to be all over the place
01:56
here. For example, in the inner thigh,
01:59
we have similar issues up here with lots of triangles which aren't needed.
02:05
There are triangles up here
02:08
and down here
02:10
and here.
02:11
In fact, there are a lot of areas that need reworking on this model.
02:16
The problem with all these triangles is they
02:17
will cause problems as the model deforms,
02:21
the surface will pinch and tear in areas and in some cases cause unwanted creases,
02:27
the fingers need to be able to bend.
02:29
So it looks like we may need to add another edge loop around the knuckles,
02:33
we need this because as the finger bends,
02:36
the polygons around this area will stretch
02:38
and ultimately look very sharp and angular.
02:41
Having another edge loop will give us a nice natural curve instead,
02:46
lots more triangles up here.
02:49
OK.
02:49
So to be honest at this stage,
02:51
I would normally send this model back to the
02:53
artist with a list of suggested changes and improvements.
02:57
But instead, let's use it as a learning exercise and update the model ourselves.
03:02
It is important to state though that you
03:04
shouldn't do this without the client's permission.
03:07
They may have a pipeline which needs to be adhered to.
03:10
So they may have to do the updates themselves in house.
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