Assignment 1.4

Cleaning Topology for Next Stage

🎥 Video Outline

  • What is Topology?

    • The flow and organization of edges, faces, and vertices in your mesh.
    • Good topology = easier to animate, unwrap, and texture.
  • Key Topology Principles

    • Use quads (4-sided polygons) whenever possible.
    • Keep edge loops flowing around joints (shoulders, elbows, knees, mouth, eyes).
    • Even distribution of faces — avoid stretched or pinched areas.
  • Tools in Blender

    • Adding loop cuts to improve flow.
    • Merging vertices to remove excess geometry.
    • Using the knife tool for manual adjustments.
  • Why Clean Topology Now?

    • Saves headaches in rigging and animation.
    • Makes UV unwrapping and sculpting more predictable.
    • Provides a stable foundation for detailing in Unit 2.

📚 Resources

⌨️ Hotkeys to Remember

  • Ctrl + R → Add loop cut
  • K → Knife tool (manual cuts)
  • M → Merge vertices (at center, at last, by distance)
  • Alt + Left Click → Select edge loop
  • Ctrl + E → Edge specials (mark seam, bevel, etc.)
  • Shift + Tab → Toggle wireframe/X-Ray

🛠️ Workshop Goals

Workshop 1

  • Open your refined mesh from A1.3.
  • Add loop cuts to joints and major forms.
  • Remove unnecessary geometry and merge stray vertices.
  • Check edge flow around key anatomy landmarks.

Workshop 2

  • Clean up the rest of the mesh for consistency.
  • Ensure quads are used in most areas (limit triangles/ngons).
  • Save .blend file and export a test .fbx for backup.

If you finish early:

  • Color-code edge loops with temporary materials to check flow.

📑 Deliverables

  • Blender Project File (.blend) with clean, organized topology.
  • Screenshots showing edge flow (front, side, wireframe view).
  • Upload to Canvas