Topology (from the Greek τόπος, “place”, and λόγος, “study”) is a major area of mathematics concerned with properties that are preserved under continuous deformations of objects, such as deformations that involve stretching, but no tearing or gluing. It emerged through the development of concepts from geometry and set theory, such as space, dimension, and transformation.
What is the topology for the characters? I will say in their own words. Topology - the ability to respond correctly to the grid deformation. Stretch, squash, bend, twist ... etc.
Toplogy created by me:
I found an old rendering of the head topology for a face of a humanoid character.
What is the topology for the characters? I will say in their own words. Topology - the ability to respond correctly to the grid deformation. Stretch, squash, bend, twist ... etc.
Toplogy created by me:
Head & Face:
I found an old rendering of the head topology for a face of a humanoid character.
This topology is suitable for making faces of women, children and of course men.
And here is the proof. It's quick but clear. So.. A man, an elf-woman, a creature, a woman and a girl of 15 years old. I'm not saying it's the only competent topology. I'm not saying that you must replicate it exactly. It's just one of the good examples that works.
Sometimes artists prefer to create characters with eyes closed. This allows you to get rid of some problems when animating the closing of the eyes. It also avoids the straining of the eyelid's mesh when animating the character's cheeks.
Hand:
I would like to point out that there are some vertices which share 6 edges. Normally this is not desirable, however in this case it is acceptable, since they are strategically located in places which are going to be subjected to a minimum deformation during the animation.
It's obvious that this topology is equally good for creating the hands of women, men and children... well of anything that has hands!
Skull:
Male skull. There is a large number of differences between male and female skulls.
“From my research, I have found that there are six key skull differences between the female skull and the male skull. First of all, the male cranial mass is more blocky and massive compared to the females which more rounder and tapers at the top.Secondly, the female’s brow ridge margin is sharper while the males are rather rounded and dull. Thirdly, the Zygomatic bone is more pronounced on the male skull than the female skull.
The Mandible or the lower jaw is more rounded on the female skull while the male skull is squared. Also, the male have a deeper cranial mass than the female. And, last but not least the supercilary arch of the male skull is more pronounced and larger than the female skull.”
Bill Fleming & Darris Dobbs
Arm and body:
In case if you are working on a female body, or a body without pronounced muscle structure, the loops forming the muscles can be ignored. Note to the white polygons. they go out of the chest muscles and bend around the deltoid.
Legs:
Same as above. In case of female body or body without pronounced muscle structure, the loops forming the muscles can be ignored
until all ..
Thanks for sharing this interesting article on topology. I believe that animation is a very interesting field, which requires creativity, vision and the ability to execute them.
ОтветитьУдалитьThank you so much, I really appropriate your great work, greetings
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