Topology has always been a major focus of mine and I’ve produced a fair number of tutorials and resources on the topic over the years. Until now these resources have always been scattered all over the place. I’m now starting to collect all these tutorials, lectures, etc into a single place in my newLearning Mesh Topology Collection
Currently this collection includes:
Topology in Theory and Practice - Blender Conference 2010 Lecture
Topology Overview of the Human Head
Topology Overview of the Human Torso
Topology Overview of the Human Shoulder
Topology Overview of the Human Hand
Topology Overview of the Human Foot
Techniques on Controlling Topology Flow
I will continue to add to this collection as I create more tutorials on the topic.
Yes and no. It should since it’s a collection of tutorials but topology is fundamental to modeling and so I put it in the modeling thread as it’s more of a collection of resources rather than a specific tutorial.
I didn’t want to sticky my own thread but if enough people would like it stickied then I’d be happy to What new topo are you referring to? BMesh doesn’t have any new retopology tools; it just makes it easier to control your topology while modeling.
Well for me this is a general intro to topo so should be with other sticky at top!
and for Bmesn something on how to and when to use Ngon
and discuss adavantages and disavantages !
intro to basic Bmesh commands
some tricks when using Bmesh may be!
then how to save a file under the new feature legacy mesh format to a new file then you can import objects to older version
and may be a short tut intro to API for Bmesh
i’m still wondering if i should use Bmesh and when to use Bmesh with Ngon or keep modelling with 3 4 edges faces
@RickyBlender BMesh and N-Gons don’t in any way change an optimal finished model. They simply allow users to change topology and reroute edge flows during the modelling process in a simple, straight forward manner. Some users have a mind that is geared toward spinning edges and merging vertices to change topology. Others just want to be able to delete edges and cut in new ones without being limited by the program. The finished model will still be quads, with maybe a few tris.
Other than that a tut would be great. Basic commands, tips and tricks, so on.
General question: If I want to terminate/add a cap to any tube shaped object and keep it all quads, what would be a good way of going about that? I always have to resist the urge to just edtrude, scale to zero, remove doubles…
Also, I hear 3-poles and 5-poles talked about a lot…is it pretty much assumed that if you have more than 5 edges connected to a vertex, then your mesh is crap or you’re doing something wrong?
dude you’re awesome. You’ve done so much to help out amateur blender users like myself. I hope you know how much we all appreciate your work and your tutorials.
I echo 3dcineman513’s remarks, Jonathan. You are truly a wonderful inspiration to me and my love of Blender. I absolutely enjoy all of your tutorials. You have helped me tremendously over the last couple of years. I can’t thank you enough.
Looking at the content of the collection, it seems all to be about human(oid)s. Does anyone know how well these translate to hard surface with sharper edges?
And the “P.S.” in the OP, shouldn’t it be? : “P.S. … and I’ll be happy to see if I can accommodate the request.”
There’s some really great reference there! An anime topology tutorial has been on my list for a very long time but I havent’ been able to do it yet. Thanks for the links!