Hello and welcome to this collection of videos on understanding mesh topology for modeling!
Mesh topology is arguably the single most important aspect to a high-quality model in many different areas. No matter whether you’re preparing a model for animation, modeling clean hard surfaces, making an organic model with smooth curves, or simply modeling something that is easy for other artists to work with, topology is key to each of these.
What is topology?
Topology refers to the structure of your mesh and the way the mesh flows around the surface and details of your model. Due to the complex nature of the subject, truly understanding it and grasping how to create clean, effective topology for your models, of all subjects, can not only be daunting but also very challenging. Historically there have been only a few tutorials scattered across the web that really delve into understanding it. We wish to change that.
Starting a while ago, Jonathan Williamson began producing Topology Overview videos here on Blender Cookie that attempted to demystify topology for everyone. Each of the videos have been very well received and so we have gathered each of those videos, along with our other various videos here on a single page; giving you a one-stop place to learn topology.
Jonathan is a self-professed topology snob and has made it a strong focus for everything he does. He has given many lectures on it and constantly works to help make topology easier to understand and learn.
Additional Reading
For further resources be sure to check out the Polycount Wiki: http://wiki.polycount.com/CategoryTopology
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Sweet! An excellent series. Glad it’s all in one place.
Thanks
I’ve been wanting to make this collection for a while now. I will be adding to this as I produce more topology videos.
Please make more topology videos, they are some of my very favorite on this website. Also, if you can, show a step-by-step guide to creating clean male torso topology like in your previous video.
Sorry for sounding kind of demanding, didn’t mean for it to come out that way.
I agree with Jderek, it’s a great idea to put all videos of the same subject in this “all in one” page. I hope to see more of this for other subjects.
Thanks Jonathan!
This is exactly what I need John!
Great to hear!
Hey Jonathan, What Graphics tablet would you recommend?
Just for general use.
I would highly recommend going for Wacom Intous 4 or better. They just released a new model that is getting excellent reviews.
-Jonathan
Hey Jon what presentation software is that in the first video. That cant be powerpoint
That’s Apple’s Keynote
i can’t thank enough for those great infos…
i’m so curious, what can we do if we have a dumb model, for example a 3d scanning result, are there any simple ways to generate a good-topology model?
the only way i found out, i get an reference model and try to fit & reshape it to scanned result, but it takes lots of time to get a good result.
how would you do it?
Probably what you ought to do is Retopologize the mesh. You can check out this tutorial for that: http://cgcookie.com/blender/2010/08/30/retopology-and-normal/
-Jonathan
you can’t download this series
I’ll try and add the download links shortly; thanks for the patience
-Jonathan
Download links are now available for everything but the Blender Conference video
Very very instructive ! Thank you.
I do modeling mainly for architecture or product visualization.
Your architectural visualization tutorial serie that integrates Bmesh arrives at point for me !
I Should’ve re-phrased my statement I wasn’t complaining juts wondering if it would be possible to download sorry for my statement
Oh no not at all, seems I’m the one that should have rephrased my statement. I didn’t mean to sound irritated or anything of the sorts. I am genuinely thankful for your patience
Jonathan
3d artists are so polite! One of the blessings of this website, methinks.
My tip: The anatomy study from Tim(Concept Cookie)…it is a good starting point before you start with topology. It was for me very helpful for a better understanding.
anatomy study drawing hands
http://cgcookie.com/concept/2011/12/12/anatomy-study-drawing-human-hands/
anatomy study drawing the legs
http://cgcookie.com/concept/2011/11/03/anatomy-study-drawing-the-legs/
anatomy study drawing the arms
http://cgcookie.com/concept/2011/11/10/anatomy-study-drawing-the-arms/
anatomy study drawing the male torso
http://cgcookie.com/concept/2011/11/21/anatomy-study-drawing-the-male-torso/
anatomy study drawing the female torso
http://cgcookie.com/concept/2011/11/28/anatomy-study-drawing-the-female-torso/
drawing the head
http://cgcookie.com/concept/2011/10/13/drawing-the-head-in-photoshop/
Agreed, Tim’s anatomy stuff is a great starting point for further anatomy tips.
can’t wait.. to have time to watch them..
can I sugest a tutorial on a camera tracking tutorial.. were you track a human head or arm.. hand.. something….with use of dynamic paint..
cutting off a finger.. or smashing a head.. ect..
or someone in a green screen suit.. something..
Already planning on something like this, it should be fun
I heard in a radio internet interview that you were working on a workshop about being able to model anything. Is that still in the works?
It sure is! I haven’t released any further details on it but you can sign up to be notified of updates here: http://workshops.cgcookie.com
What can i say, absolutely fantastic work again Jonathan!
I was alreay very happy with yout faceloops tutorials, but having them all now is for me a very big help. Thank you Jonathan!
Where is the Source file?
My apologies, I’m still working to get the source files all bundled and uploaded for these.
-Jonathan
This made me sign up for CGcookie
.
Glad to have you
-Jonathan
It’s not clear to me which videos would get unlocked with a Citizen Membership. They are all unlocked so far.
These videos have always been free to everyone, they’ve merely been collected into a single place. A Citizen membership will give you access to download all source files and to view these exclusive tutorials: http://cgcookie.com/blender/category/tutorials/citizen-tutorial/
A Citizen membership also includes our new, complete training course on interior architectural visualization.
Cheers,
Jonathan
If i get it right the main thing is to avoid having triangles in your mesh. Well ill be wattching these videos. Thanks.
Are these gonna have video download like the arch-vis one or should I just pull them down with IDM online viewing is ok but can be annoyingly laggy for me especially for large files
The video downloads should be available in the near future.
Any news on when the downloads are available?
While we can manually search for each of the six topology videos and download them – adding the links shouldn’t take you too long. The one we can’t access is the conference video – while I’m sure that is one of the conference videos available on BF’s youtube site I can’t pick which it is without starting to watch all of them.
I don’t want to sound whiny but I don’t see why you would neglect the people that pay money every month for the privilege of downloading the videos.
Hi Shane,
My apologies for the delay. I have not been able to add the Blender Conference just yet but I’ve just added all links for the other videos. It was never my intent to neglect Citizen members that are paying for the ability to download. I’ll make up for it
Cheers,
Jonathan
Thanks – you did manage to make all the downloads available without logging in – not sure if you meant that.
Hi Jonathan, can you make a tutorial about creating a low poly base mesh with right topology? please
It’s a bit hard to make a base mesh with just looking at its topology. looks like this:
http://3docean.net/item/low-poly-base-mesh-male/73426
Thanks..
I’ve watched the blender conference and I have a question:
According to your example (the ear) must we always start all our models in 2D and then add volume to it ?
And if not (because I hope the answer is no) when must we choose to start modeling in 2D and same question for 3D ?
It might sound stupid but that little detail realy blocks me. ^^
(Apologies for the mistakes I’m frensh and not good at righting).
Jonathan, your topology talk filled with excellent advises, thank you! I would love to see references/urls to models of the artists you mentioned in the head topology episode if it is somehow possible.
Amazing!, I really learned a lot from your presentation, and i realized I wasn’t that bad when it comes to topology, you finally convinced myself to become a citizen!. Thanks Jonathan!
Love these topology tuts.
Just a thought, but is there any chance of you turning this into a large A2/A1 human topology wall poster? You could continue that idea with quadruped topology and maybe a ‘mythical’ topology poster. (Since mythological/fantasy creatures tend to have non-standard appendages. How would you tackle a quadruped with wings for example. e.g. A griffin.)
I’ve wanted this series as a poster on my wall for a while now.
That’s an insanely cool idea..! I will have to think about this one; I would love to do it.
-Jonathan
It’s been a year, but… you know, topology for mythical creatures would be REALLY nice…
Still no link to download
Wonderful! Great tutorials. Just what is needed after you start to figure out Blender.
This couldn’t have come at a better time.
Glad to help
Excellent watching! Thanks for creating this. I pretty much use it as a tutorial on modeling. I submitted an image of the male torso I made. I did have to guess a bit which loops covered which muscles, but having clear edgeloops makes it easier to reshape the body. I’m having trouble with the abs tho…
Great series! I’m still messing around trying to understand how to redirect edge loops in a predictable way but at least I kind of know how it’s supposed to work now.
In your presentation you mentioned that you think ngons are a crutch for new modellers and should be left out of final models, but you didn’t say why. I’m having a hard time redirecting my topology without ngons. Why should I avoid them?
This had always been my main issue, thanks.
This is just what a was looking for, many many thanks!!!
Hey Jonathan! I notice that in this series the mouth has a different topology of that in your female modling series, and this one seems to be more complicated and delicacy! But I can not catch on it. Could you please make a detailed explaination of this mouth topology?
I’m sure Joanathan didn’t mean to leave this page hanging. You can download the topology overviews here.
http://cgcookie.com/blender/2010/01/28/topology-overview-the-head/
http://cgcookie.com/blender/2010/08/03/male-and-female-torso/
http://cgcookie.com/blender/2010/03/31/topology-review-shoulder/
http://cgcookie.com/blender/2010/02/25/topology-review-hand/
http://cgcookie.com/blender/2010/05/04/topology-review-the-foot/
http://cgcookie.com/blender/2010/02/01/tip-controlling-topology-flow/
Thanks for the links.
Thanks for the link
This is with reference to another video (which I can’t find now) it was about creating a base mesh of a human head. My question is: when I am in ‘solid’ (z) at the beginning and move the first vertex to create the jaw (when in view Numpad3), it does not move the vertices on the opposite side of the model, unless I switch to mesh view and manually select them. If I try to create the model you show it ends up lopsided. What am I doing wrong?
You aren’t doing anything wrong Lisa, in the newer version of Blender that you’re using there is a button you have to push to be able to select vertices on both sides.
When you go into edit mode, look right below the 3d viewport at the bar that has view, select, mesh, etc.
Towards the right side of that bar there is a button that has a cube with the vertices showing. When you hover over that it says limit selection to visible (clipped with depth buffer).
Click that and your mesh will become slightly transparent while in edit mode, and you can select vertices on both sides.
Thanks Jonathan. I’m modelling a 14th century bascinet helmet. This tutorial has shown me a nice way to add eye slits to the visor whilst keeping the mesh clean.
Great Videos!
I started using blender in 2000.
These questions are for Jonathan.
In 3D, the Human form has been model for many many years now.
I understand people want to learn but hear me out on this one.
Why do people keep asking for things like the Human Ear for example?
How come there isn’t a set Standard or Base to start from?
The edge loops, face loops haven’t changed. Same with the Human Nose,
Eye Sockets or the whole Human form for that matter.
I mean there has to be an optimal edge loop / face structure right?
Or am I wrong?
Regards,
Jeff
there appear to be quite a few extraordinary verts on the face topology, are they mentioned in any of the videos, I’ve only herd it hinted that they are something to be avoided, but would like some more info on them?
Hi Stephen,
I’m not quite sure what you mean by extraordinary verts? Can you give me an example?
-Jonathan
Its where one vertice is connected to 5 or more other vertices, so instead of being surrounded by just four faces, it has five and will cause issues during animation (cant recall what).
I watched a tutorial that mentioned that its ok to have them, even unavoidable, but they need to be placed in areas where deformation is less likely to happen, but cant remember where I saw it, it was either a gnomon zbrush tutorial, or, more likely one of Ryan Kingsley tutorials, but cant find it anywhere.
http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
Found the vid, its briefly mentioned in Ryan Kingsley “Introduction to ZBrush 3″ that I got from theGnomonworkshop.
In the last vid regarding re-topology he states that vertices connected to 5 or more edges cause matamatical issues with animation… thats all I know?
Cool series, very helpful!!
is there something like this for basic members?
Hi there,
As a basic member you can already watch this complete series free by steaming it. The only thing you can’t do is download the original video files and .blend files.
Cheers,
Jonathan
JW,
I bow to you great and noble master, with endless thanks for sharing your inimitable gift. You rock!
zero
To the owner of the videos: first, great material to have in hand. I would like to have some references I can look at when working with a model, and I wanted to know if there is no trouble in taking those videos for that, using a couple of images in there as reference (though I’m not sure if there are other materials in that regard). I see an image of the male torso posted by users, but not for the rest of the body as well as the female one. I don’t see the .blend source by the way (would be great to have that also), I apologise if it’s there and I didn’t look enough.
In the other hand, I wonder what would be the aproach when working on non-human models. Sometimes there are similarities with a human, but not always. Any tips on this?
Thanks
Hi, You are certainly welcome to take some references from the videos
The blend files are available for each of the sections. do a search for the name of the video and it will bring up a post for it.
Hard surface models are quite different, they require sharp edges. We have a modeling workshop which is coming to a close but when it re-opens it has a lot of content on how to model different things.
-Alex
Thank you Alex, I found the individual posts of the videos.
I have to say you are an inspiration Jonathan. I am a programmer by trade and trying to move into the 3D modeling realm. It’s been pretty overwhelming, but your tutorials especially on topology have been really helpful in understanding the modeling workflow. I would highly recommend for anyone wanting to learn character modeling to watch your videos. Keep up the great work
Thanks so much for the support! It’s great to hear the videos have been helpful for you, particularly coming from another field.
I’m curious, while you were modelling the ear, what method of extrusion did you use? It looks incredibly useful and I haven’t been able to find out a tool like that aside from manually extruding and rotating.
Hi Tyler,
I was extruding with CTRL+LMB. This is a quick way to extrude the current selection.
Wow! Just started using Blender two hours ago and watched ‘Topology Overview of the Human Head’ it’s an excellent tutorial. I guess pull points relate to those guys dressed in black onesies with strategically placed ping pong balls. I want to find out how ping pong balls can be linked to pull points in Blender, any advice?
Parent or parent constraint
-Alex
The Shoulder Part Link seems to be missing
I’m having issues downloading the videos. Comes up saying Resource not found.
Try clearing your cache
-Alex
Thank you so much,
These videos are now my bible, for the first time my hands get good topology for animation. You helped me a lot
Thanks for the topology videos! I’ve only watched the conference video and the controlling topology flow videos.. and the flow video really gave me some ideas I hadn’t thought of before and helped me understand how edge loops work better! THANK YOU!
At 11:17 how is that a face loop? Seems to be a pole at the vertex in the upper right corner of the face connecting the bit that goes down and under the arm and the bit going up the neck.
nevermind, I got it.
-Alex
Hi Jonathan,
Thank you for freely sharing your videos and expert knowledge on topology. I’ve enjoyed watching your topology videos collection several times over, including the two conference video lectures along with a couple of retopology videos too. Hanging onto every word seeking understanding from your outstanding insight and practical demonstration. They have become an invaluable part of my learning. For me a good year spent purely on topology challenges would be time well spent, since I have become stuck and no longer feel I know what I am doing with my particular project and seek your help.
I’m studying computing and animation at Uni but still very much starting out. It’s my own personal project for Uni but advice is cool, most welcome and necessary!
It’s a female alien creature having unusual anatomy with her boobs being close to her buttocks. Most of the movement is relatively distortion free apart from between the buttock cheeks themselves, and between the boobs and buttocks. These areas have become a disaster as far as animation is concerned.
The character is almost nude therefore separating the mesh to my understanding (or lack of) does not seem a valid option. I did isolate into several meshes but seams were an issue. Ultimately a solution is preferable than a disguise.
I’ve retopologised the model several times and most of it is proving fine, but getting the two particular areas resolved has become elusive.
Initially I believed the model was basic but has proved a topological challenge in those two areas, perhaps too challenging for the level I am at right now.
In hindsight a stick man would have sufficed for learning certain animation principles and I would have gained a better result while the challenges in topology would have been avoided and never met.
I know you must be extremely busy and so I greatly appreciate recommendations. Perhaps a diagram or map of edge flow will suffice that I may continue on with the work in the right direction.
The task has become overwhelming and I appreciate any help in finding a solution for the two problem areas e.g., a topology outline or general map recommendation for those two areas to animate smoothly would be fantastic.
PS: I’ve never tried Blender I am excited to explore it soon, it looks outstanding free or not. My main issue right now is learning the principles of topology.
If it’s Ok with you to upload my model or email it for ease of describing let me know, I can also include a video of the character in a walk cycle revealing the distortion. I would not want the model object/mesh itself to become available to the public for download but images is fine.
This message is way long I’ll try keep short next time.