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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

Become a Citizen Subscriber today to unlock the full series

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Discussion

90 Responses to “Learning Mesh Topology Collection”
  1. Posts: 26

    Sweet! An excellent series. Glad it’s all in one place.

    #
    1
    Mar 31, 2012 at 7:02 pm
    • Posts: 2972

      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.

      #
      1.1
      Mar 31, 2012 at 7:23 pm
      • AE
        Posts: 55

        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.

        #
        1.1.1
        Apr 2, 2012 at 5:43 pm
      • AE
        Posts: 55

        Sorry for sounding kind of demanding, didn’t mean for it to come out that way.

        #
        1.1.2
        Apr 16, 2012 at 5:41 pm
    • Antonio Vazquez
      Posts: 17

      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!

      #
      1.2
      Apr 2, 2012 at 4:11 pm
  2. Posts: 6

    This is exactly what I need John!

    #
    2
    Mar 31, 2012 at 7:06 pm
  3. Posts: 79

    Hey Jonathan, What Graphics tablet would you recommend?
    Just for general use.

    #
    3
    Mar 31, 2012 at 7:26 pm
    • Posts: 2972

      I would highly recommend going for Wacom Intous 4 or better. They just released a new model that is getting excellent reviews.

      -Jonathan

      #
      3.1
      Mar 31, 2012 at 7:32 pm
  4. Posts: 6

    Hey Jon what presentation software is that in the first video. That cant be powerpoint

    #
    4
    Mar 31, 2012 at 7:32 pm
  5. Posts: 5

    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?

    #
    5
    Mar 31, 2012 at 8:39 pm
  6. Hector Bartolomei
    Posts: 6

    you can’t download this series

    #
    6
    Mar 31, 2012 at 9:46 pm
  7. naudofr
    Posts: 1

    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 !

    #
    7
    Apr 1, 2012 at 3:32 am
  8. Hector Bartolomei
    Posts: 6

    I Should’ve re-phrased my statement I wasn’t complaining juts wondering if it would be possible to download sorry for my statement

    #
    8
    Apr 1, 2012 at 5:25 am
    • Posts: 2972

      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

      #
      8.1
      Apr 1, 2012 at 9:27 am
      • Posts: 31

        3d artists are so polite! One of the blessings of this website, methinks.

        #
        8.1.1
        Apr 1, 2012 at 11:34 pm
  9. Posts: 27

    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/

    #
    9
    Apr 1, 2012 at 6:25 am
  10. Posts: 42

    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..

    #
    10
    Apr 1, 2012 at 10:35 am
  11. Posts: 5

    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?

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    11
    Apr 1, 2012 at 11:58 am
  12. Posts: 5

    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!

    #
    12
    Apr 1, 2012 at 1:33 pm
  13. anandha raja
    Posts: 28

    Where is the Source file?

    #
    13
    Apr 1, 2012 at 10:44 pm
    • Posts: 2972

      My apologies, I’m still working to get the source files all bundled and uploaded for these.

      -Jonathan

      #
      13.1
      Apr 2, 2012 at 8:38 am
  14. This made me sign up for CGcookie :P .

    #
    14
    Apr 2, 2012 at 4:16 am
  15. Posts: 1

    It’s not clear to me which videos would get unlocked with a Citizen Membership. They are all unlocked so far.

    #
    15
    Apr 2, 2012 at 6:40 am
  16. drxms
    Posts: 27

    If i get it right the main thing is to avoid having triangles in your mesh. Well ill be wattching these videos. Thanks.

    #
    16
    Apr 2, 2012 at 7:03 am
  17. Posts: 4

    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

    #
    17
    Apr 2, 2012 at 10:39 am
    • Posts: 2972

      The video downloads should be available in the near future.

      #
      17.1
      Apr 2, 2012 at 10:56 am
      • Any news on when the downloads are available?

        #
        17.1.1
        Apr 5, 2012 at 3:53 pm
      • Posts: 24

        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.

        #
        17.1.2
        Apr 18, 2012 at 3:41 am
      • Posts: 2972

        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

        #
        Apr 18, 2012 at 9:41 am
      • Posts: 24

        Thanks – you did manage to make all the downloads available without logging in – not sure if you meant that.

        #
        17.1.3
        Apr 19, 2012 at 1:32 am
  18. Posts: 24

    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..

    #
    18
    Apr 2, 2012 at 12:48 pm
  19. Posts: 42

    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).

    #
    19
    Apr 2, 2012 at 4:01 pm
  20. Posts: 19

    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.

    #
    20
    Apr 2, 2012 at 7:31 pm
  21. Posts: 12

    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!

    #
    21
    Apr 2, 2012 at 10:43 pm
  22. Posts: 96

    Love these topology tuts. :D

    #
    22
    Apr 3, 2012 at 4:26 am
  23. Richard Wilks
    Posts: 73

    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. :)

    #
    23
    Apr 3, 2012 at 4:55 pm
    • Posts: 2972

      That’s an insanely cool idea..! I will have to think about this one; I would love to do it.

      -Jonathan

      #
      23.1
      Apr 3, 2012 at 5:20 pm
      • Posts: 13

        It’s been a year, but… you know, topology for mythical creatures would be REALLY nice… :D

        #
        23.1.1
        Apr 6, 2013 at 8:02 pm
  24. Posts: 23

    Still no link to download :(

    #
    24
    Apr 6, 2012 at 7:40 am
  25. Posts: 8

    Wonderful! Great tutorials. Just what is needed after you start to figure out Blender.

    #
    25
    Apr 6, 2012 at 9:06 am
  26. Phenomenon
    Posts: 5

    This couldn’t have come at a better time.

    #
    26
    Apr 7, 2012 at 9:02 am
  27. Posts: 2

    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…

    #
    27
    Apr 8, 2012 at 2:20 am
  28. Posts: 1

    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?

    #
    28
    Apr 8, 2012 at 5:33 am
  29. Posts: 9

    This had always been my main issue, thanks.

    #
    29
    Apr 8, 2012 at 6:48 am
  30. ponchito
    Posts: 1

    This is just what a was looking for, many many thanks!!!

    #
    30
    Apr 11, 2012 at 9:04 am
  31. Posts: 1

    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?

    #
    31
    Apr 12, 2012 at 3:10 am
  32. Lisa Reeve
    Posts: 1

    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?

    #
    33
    Apr 16, 2012 at 5:17 am
    • AE
      Posts: 55

      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.

      #
      33.1
      Apr 16, 2012 at 5:37 pm
  33. John Flower
    Posts: 1

    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.

    #
    34
    Apr 18, 2012 at 12:43 pm
  34. JDA
    Posts: 3

    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

    #
    35
    Apr 25, 2012 at 4:48 pm
  35. Posts: 19

    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?

    #
    36
    May 1, 2012 at 8:19 am
    • Posts: 2972

      Hi Stephen,

      I’m not quite sure what you mean by extraordinary verts? Can you give me an example?

      -Jonathan

      #
      36.1
      May 1, 2012 at 10:37 am
      • Posts: 19

        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

        #
        36.1.1
        May 1, 2012 at 2:31 pm
      • Posts: 19

        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?

        #
        36.1.2
        May 2, 2012 at 9:50 am
  36. Posts: 37

    Cool series, very helpful!!

    #
    37
    May 11, 2012 at 2:16 am
  37. Posts: 1

    is there something like this for basic members?

    #
    38
    Aug 14, 2012 at 8:12 am
    • Posts: 2972

      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

      #
      38.1
      Aug 14, 2012 at 9:38 am
  38. Posts: 16

    JW,

    I bow to you great and noble master, with endless thanks for sharing your inimitable gift. You rock!

    zero

    #
    39
    Oct 9, 2012 at 8:52 pm
  39. Posts: 2

    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

    #
    40
    Oct 13, 2012 at 5:53 pm
    • Posts: 454

      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

      #
      40.1
      Oct 14, 2012 at 2:52 pm
      • Posts: 2

        Thank you Alex, I found the individual posts of the videos.

        #
        40.1.1
        Oct 15, 2012 at 12:33 am
  40. Posts: 1

    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 :)

    #
    41
    Nov 24, 2012 at 10:32 pm
    • Posts: 2972

      Thanks so much for the support! It’s great to hear the videos have been helpful for you, particularly coming from another field.

      #
      41.1
      Nov 24, 2012 at 11:23 pm
  41. Tyler Barker
    Posts: 1

    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.

    #
    42
    Dec 11, 2012 at 12:23 pm
    • Posts: 2972

      Hi Tyler,

      I was extruding with CTRL+LMB. This is a quick way to extrude the current selection.

      #
      42.1
      Dec 11, 2012 at 12:25 pm
  42. Posts: 1

    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?

    #
    43
    Dec 21, 2012 at 3:51 pm
  43. Posts: 3

    The Shoulder Part Link seems to be missing

    #
    44
    Jan 25, 2013 at 10:58 am
  44. Posts: 4

    I’m having issues downloading the videos. Comes up saying Resource not found.

    #
    45
    Feb 17, 2013 at 2:32 am
  45. 1k0
    Posts: 1

    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 :)

    #
    46
    Mar 23, 2013 at 11:22 pm
  46. Posts: 8

    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!

    #
    47
    Mar 26, 2013 at 11:39 pm
  47. Posts: 2

    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.

    #
    48
    Apr 1, 2013 at 6:15 pm
    • Posts: 2

      nevermind, I got it.

      #
      48.1
      Apr 1, 2013 at 6:22 pm
    • Posts: 454

      :) A face loop is any string of connecting faces, they do not have to make a full ring, and can loop over themselves.
      -Alex

      #
      48.2
      Apr 2, 2013 at 4:54 am
  48. Posts: 1

    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.

    #
    49
    May 14, 2013 at 3:28 am

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